Fighters are the ultimate feat platform. Four ASI slots by level 12 (compared to three for most classes), Extra Attack scaling to four times at level 20, and Action Surge for burst. The Fighter's power ceiling is defined almost entirely by which feats they choose, and the difference between a well-built Fighter and a poorly-built one comes down to those decisions.
This is where optimization matters most: the three-feat core of GWM/PAM/Sentinel for melee, or Sharpshooter/CBE/Archery Style for ranged, built a level before most classes can complete two-feat cores.

Disclaimer
This guide uses 2014 D&D Player's Handbook rules and TCoE. This is not a 2024 edition guide.
Fighter Feat Priorities
- Primary damage feat - GWM (melee) or Sharpshooter (ranged)
- Control layer - Sentinel/PAM (melee) or Crossbow Expert (ranged)
- Ability score maximization - Strength or Dexterity to 20
- Utility layer - Alert, Lucky, Resilient (Wis), or Tough
Fighters optimize around their attack pattern. Every feat either amplifies attacks (GWM, SS), enables more attacks (PAM, CBE), or enables those attacks to happen in better positions (Sentinel, Alert).
Top Feats for Fighter
● Great Weapon Master
The highest-damage feat in the game for melee Fighters. -5/+10, bonus action attack on kills/crits. Fighters with Action Surge and three attacks per turn maximize this more than any other class. Great Weapon Master section
● Sharpshooter
The ranged equivalent of GWM. Essential for bow or crossbow Fighters. Combined with the Archery fighting style, the -5 penalty is partially offset and the +10 damage fires on every attack. Sharpshooter section
● Sentinel
The best control feat for melee Fighters. Pairs with Polearm Master to create the lockdown combo. Your reaction fires reliably because your attack bonus is high and Sentinel's OA can carry GWM's +10. Sentinel section
● Polearm Master
PAM + Sentinel is the defining melee Fighter combo. The bonus action butt-end attack fires every turn. The approach OA fires Sentinel and freezes enemies before they close distance. Polearm Master section
● Crossbow Expert
Essential for ranged Fighters using hand crossbows. Removes loading, enables the bonus action hand crossbow attack, removes melee disadvantage. Pairs with Sharpshooter as the core ranged combo. Crossbow Expert section
● Alert
+5 initiative lets a Fighter Action Surge on round 1 before any enemy has acted. This is one of the highest single-turn damage bursts available: 6 attacks with Action Surge at level 11. Alert guide
● Lucky
After primary feats are secured, Lucky is the best general-purpose option. Rerolls on attacks and saves scale with the Fighter's high attack frequency: more attacks means more opportunities to use luck rerolls offensively. Lucky guide
● Resilient (Wisdom)
Fighters lack Wisdom save proficiency, making them prime Hold Person and Dominate targets. Resilient (Wis) closes this dangerous gap. Especially valuable once a Fighter's offense is fully online and survivability becomes the next concern. Resilient guide
● Fey Touched
Free Misty Step for repositioning and a free 1st-level spell. Hunters Mark or Bless as the enchantment choice. A non-caster Fighter getting these two spells once per long rest is a real boost to versatility. Fey Touched guide
● Gift of the Chromatic Dragon (Fizban's)
No Ability Score Increase, so it costs more than most picks on this list, but Chromatic Infusion adds sustained weapon damage across a full fight and Reactive Resistance covers a defensive gap a Fighter has no other answer to. Gift of the Chromatic Dragon guide
● Gift of the Metallic Dragon (Fizban's)
Puts a free once-per-long-rest Cure Wounds on a class with zero native healing, plus a reaction that can turn a hit on you or a nearby ally into a miss. Strongest in a party with no dedicated healer. Gift of the Metallic Dragon guide
Build Your Dungeons & Dragons (5e, 2014) Character
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Start BuildingFeats to Avoid
Savage Attacker: Adds ~1.7 damage per turn. GWM adds +10 per hit. The comparison is not close. Savage Attacker section
Grappler: Grappling does not require this feat. Athletics proficiency and Strength do the work. Grappler section
Dual Wielder: Two-weapon fighting is mechanically inferior to two-handed or ranged builds. Dual Wielder improves a weak foundation. Dual Wielder section
Example Feat Progression
Melee Fighter:
- Level 1 (Variant Human): Great Weapon Master
- Level 4: ASI, Strength 16 to 18
- Level 6: Polearm Master (or ASI to Strength 20 if still odd)
- Level 8: Sentinel (the lockdown combo is complete)
- Level 12: Alert or Lucky
Ranged Fighter:
- Level 1 (Variant Human): Sharpshooter
- Level 4: Crossbow Expert
- Level 6: ASI, Dexterity 16 to 18
- Level 8: ASI, Dexterity 18 to 20
- Level 12: Alert or Lucky
FAQ
How many feat slots does a Fighter get by level 12? Four, more than any other class.
GWM or Sharpshooter? Whichever matches your weapon type. Both are mandatory for their respective builds.
Is Lucky good on a Fighter? Yes, after primary feats, Lucky is the best remaining investment.
Does Sentinel work best on a Fighter? Yes, high attack bonus and Extra Attack make it the most effective Sentinel user.
Is Alert good for a Fighter? Yes, first-round Action Surge before enemies act is an extraordinary damage burst.


