Fighter Feat Guide for D&D 2024 (5.5e)

Evaluating which feats work well for a fighter and which are best.

Fighters are the weapon masters of D&D. Specialising in a range of combat styles and techniques, they can strike quickly, with precision and power. They can also take a bit of a beating, built primarily for frontline combat.

When you take feats, you’ll want to lean into those capabilities with weapon attacks and durability. However, fighters aren’t all built the same. For example, eldritch knights have spellcasting capabilities while bannerets and psi warriors also invest in spellcasting ability scores (intelligence and charisma) even if they’d don’t have spellcasting of their own. This means there’s a fair bit to consider when picking your feats for a fighter.

In this article, I’ve gone through every single feat and evaluated them to help you know which are best and worst for a fighter. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the fighter class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, great weapon master is an excellent feat, but not great on a dual wielding fighter. Equally, many spell based feats aren’t so good on a fighter, unless you happen to be an eldritch knight. I’ve based my assumptions around the idea that you have a build that fits the feat. My commentary on each feat should give more explanation here when necessary. So while spellfire adept is a poor feat for most fighters, it’s decent on an eldritch knight so I’ve given it a 3/5, but my commentary does point out it’s not great for other subclasses.

As D&D 2024 expands, so do the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for a fighter, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, musician
4/5Alert, magic initiate, Shadowmoor hexer, spellfire spark, tavern brawler, tireless reveler, tough, vampire’s plaything
3/5Lord’s Alliance agent, purple dragon rook, savage attacker, skilled, vampire hunter, zhentarim ruffian
2/5Child of the sun, crafter
1/5Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tyro of the gauntlet

Fighting style feats by score

ScoreFeats
5/5
4/5Blind fighting, defense, dueling, two weapon fighting, unarmed fighting
3/5Archery, great weapon fighting, interception, protection, thrown weapon fighting
2/5
1/5

General feats by score

ScoreFeats
5/5Great weapon master, heavy armor master, mage slayer, polearm master, sentinel, war caster
4/5Bloodlust, defensive duelist, dual wielder, durable, fey touched, grappler, inspiring leader, medium armor master, purple dragon commandant, shield master, skulker, speedy, zhentarim tactics
3/5Bomber, charger, chef, cold caster, crossbow expert, crusher, delicious pain, fairy trickster, genie magic, light bringer, lordly resolve, mounted combatant, mythal touched, observant, piercer, poisoner, resilient, ritual caster, shadow touched, sharpshooter, skill expert, slasher, spellfire adept, street justice, telekinetic
2/5Actor, athlete, cloying mists, dragonscarred, order’s resilience, telepathic, vampire touched
1/5Elemental adept, enclave magic, Harper teamwork, heavily armored, keen mind, lightly armored, love bites, martial weapon training, moderately armored, putrefy, rebuke, spell sniper, treacherous allure, weapon master

Epic boon feats by score

ScoreFeats
5/5Boon of combat prowess, boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of looming shadows, boon of recovery, boon of the bright sun
4/5Boon of fortune’s favour, boon of irresistible offense, boon of speed, boon of the soul drinker, boon of truesight
3/5Boon of blazing dawn, boon of bloodshed, boon of energy resistance, boon of fortitude, boon of the night spirit
2/5Boon of bountiful health, boon of communication, boon of poison mastery, boon of skill, boon of spell recall, boon of the furious storm
1/5Boon of exquisite radiance, boon of misty escape, boon of revelry, boon of terror
Vampire fights a vampire hunter: Wizards of the Coast
Vampire fights a vampire hunter: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical if the dithering wizard wants to fireball your foes before you charge into the fray. You’ll do even better with this with a dexterity build but it’s good on a strength build too.
  • Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally good. Faerie fire is decent, but the action setup is a pain and will reduce your damage output initially. Might be OK in a longer encounter. Removing concentration loss when hit is at least handy.
  • Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. This gets even worse for a fighter that’ll be low on wisdom so unlikely to succeed.
  • Emerald enclave fledgling (1/5) – HoF – Speak with animals is fine as it doesn’t rely on your spellcasting ability. But there are much better ways to use your action in combat than using the help action, even if you can slightly move an ally out of danger and you into it. A bit too niche and lacking in impactful abilities.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with attacks. Everything else is a ribbon feature. Just not a good feat. The only way you might consider this is if you’re playing a hobgoblin that can use a bonus action for the help action.
  • Healer (1/5) – An action to do worse healing than a potion of healing or healing word. You’re not the right person to do healing, but if you need some backup emergency healing, make sure you have a potion of healing or 2 stashed away.
  • Lords alliance agent (3/5) – HoF – Inspiring strike might happen in 1 out of 3 average length encounters which isn’t a lot. If you have a couple of martial allies, you may find decent use out of reassert honor. This feat is just about OK because you’re a high attack martial class.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (4/5) – Great feat if you want a bit of spellcasting. You’re probably best off grabbing utility spells or ones that don’t need a spell attack or saving throw unless you’re an eldritch knight or some other subclass with a decent spellcasting ability. There’s a few really handy spells for stuff like that with a fighter including shield, shield of faith, shillelagh and healing word.
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – The skills aren’t great for a fighter unless you’re a banneret or managed to invest in charisma. The heroic inspiration you grant is much less than the musician feat so I’d just take that. Technically this is an alright feat, but musician does a similar thing so much better.
  • Savage attacker (3/5) – Decent enough extra damage and you should be making weapon attacks most turns. Just don’t take it if you’re going for an unarmed build.
  • Shadowmoor hexer (4/5) – LFL – Hex is great for the high attack fighter and even better on an eldritch knight who can repeat cast it. The more attacks you can get, the better, so a dual wielder will do best with this.
  • Skilled (3/5) – Fighters aren’t necessarily your best option for a skillful build, but this can still be useful to fill any skill gaps.
  • Spellfire spark (4/5) – HoF – Sacred flame probably isn’t the greatest option for a fighter unless you have a decent spellcasting ability. Even then, your weapon attacks will usually do more damage. The exception might be against high AC enemies (maybe those behind cover) as this causes a saving throw instead. The damage reduction however, is really good for a fighter for extra durability. It’s once per turn too, not just once per round so that damage reduction can stack up.
  • Tavern brawler (4/5) – Useful if you go for an unarmed build. You’ll definitely need to build into this if it’s the route you want to go (say with the unarmed fighting style). The improved damage and ability to push and hit go a decent way to making an unarmed build more viable. I’d also consider combining with the grappler feat.
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone but especially good on a frontline martial that needs the extra durability.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (3/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Necrotic damage will depend on your campaign. Against lots of undead, you can get a fair bit of use from this, but other campaigns could see it a bit wasted.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as bonus actions will go a long way to making you more maneuverable. This means getting to foes quicker and moving to the right parts of the battlefield easily too.
  • Zhentarim ruffian (3/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is like savage attacker but only for opportunity attacks. This makes it quite situational. It’s better with something like sentinel that gives you more opportunity attacks or Zhentarim tactics which I guess you’re supposed to combine with this. On its own, this is probably too situational but if you can build into it, this is alright.
  • Archery (3/5) – Solid boost to attack rolls. Most parties won’t want their fighter at range, but if you have that luxury, this is solid. I’ve still docked it a point for a fighter for this reason.
  • Blind fighting (4/5) – Blindsight is really useful in a few rare moments it might come up. The challenge is giving up a more specialised fighting style. I’d probably consider this as a second fighting style (you can grab another fighting style feat whenever you gain feats). Having said that, the skulker general feat will give you the same blindsight ability, plus a dexterity boost and a couple of other effects so you’re better off picking that up.
  • Defense (4/5) – Extra AC is always solid.
  • Dueling (4/5) – Extra damage when wielding a shield is welcome due to the generally lower damage weapons. This will bring a d8 weapon up to the average damage levels of a d12 weapon.
  • Great weapon fighting (3/5) – An average damage increase of 1.5 when this triggers. Compared it to dueling which increases by 2 every time you hit, this is just a decent bit worse, even on the best weapon for it (a greatsword). At least a greatsword has 2 damage dice for this to affect and 1s and 2s will be more likely with d6s than with a d10 or d12.
  • Interception (3/5) – Decent if you have a shield, but takes effort and a reaction to be able to manage.
  • Protection (3/5) – Similar to interception really. Need to fight close with an ally a lot to make this work. I think I prefer the whole round of disadvantage this provides to the 1d10 damage reduction, but may depend on how many foes you face.
  • Thrown weapon fighting (3/5) – Solid extra damage for a strength build that will often need range. Similar issue to archery here though, most fighters may not want to be fighting at range unless you have a few other martials, which loses it a point.
  • Two weapon fighting (4/5) – Looking at a 3-5 damage increase for 1-2 attacks per turn. If you grab the dual wielder feat and nick weapon mastery, you can easily make this 2 attacks per turn.
  • Unarmed fighting (4/5) – You’ll need this damage boost if you’re going for an unarmed build.
Human fighter
Fighter: Wizards of the Coast
  • Actor (2/5) â€“ Fighters have little need for charisma or the ability to impersonate others unless you’re a banneret, then this could be OK.
  • Athlete (2/5) â€“ A climb speed is handy, less movement getting up from prone is situational, as are shorter run ups for jumping. It’s maybe OK if you really want a climb speed, but a few species can grant this too.
  • Bloodlust (4/5) – ABoH – Some decent mid-combat healing that doesn’t eat into your action economy plus better healing through your hit point dice. Your constitution should be high anyway so the healing should be good and healing from an attack will be better than healing during a short rest, partly because the need for healing will be higher, but also because you get the constitution boost.
  • Bomber (3/5) – ABoH – You probably won’t throw flasks or vials much, but you may use thrown weapons. They are notoriously short-ranged so removing disadvantage at long range is nice. How much you’ll use this as a fighter may depend on your party composition. Most parties rely on a fighter as a frontline tank, but if you have the benefit of being a ranged fighter, this may be a bit more worthwhile.
  • Charger (3/5) â€“ Deal more damage or push when moving before an attack can be handy. Making this happen is the hard part. You should get this easily enough a couple of times an encounter. Making it happen more often takes some effort like getting bonus action disengage. Dashing won’t be that common for you, but the extra range is welcome.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat. The ability score increases may be OK for some fighters at least, but only those with a decent spellcasting ability.
  • Cold caster (3/5) – HoF – Decent on an eldritch knight, rubbish on any other subclass, but you’ll need to focus your spells around this. Combine ray of frost with your attacks to reduce their resilience to a saving throw.
  • Crossbow expert (3/5) – Great for dual wielding hand crossbows or being able to use your extra attack with a heavy crossbow. You don’t even have to just specialise in ranged combat as you can use your crossbows in close combat if you want with this feat too. Only good on a dexterity build though.
  • Crusher (3/5) – Push is decent on one attack per turn and can stack with push or other weapon masteries. Critical hits aren’t common enough to rely on regularly, but it’s a decent enough bonus when it occurs.
  • Defensive duelist (4/5) – Quite good extra resilience, but only works on a sword and shield or dual wielding build. You can use strength for finesse weapons so does work on a strength or dexterity build.
  • Delicious pain (3/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing damage is quite decent. It uses your reaction though, only lasts a round and doesn’t affect the triggering damage. Decent enough for some extra durability.
  • Dragonscarred (2/5) – HoF – A resistance is good and attempting to frighten with a bonus action is handy too. Sadly, this attempt at frightening relies on a strong wisdom, which isn’t much good for a fighter. Plus you need to take a subpar origin feat to get this.
  • Dual wielder (4/5) – Great for a dual wielding fighter, particularly to get an extra attack in when combined with nick mastery.
  • Durable (4/5) – The self healing is mainly what you want from this. Fighter bonus actions usually aren’t under high strain and staying standing as the party tank is usually very important. Improved death saving throws is a nice bonus.
  • Elemental adept (1/5) – Not a great feat for anyone and most fighters can’t cast spells anyway making this even worse.
  • Enclave magic (1/5) – HoF – Beast sense is best on pet subclasses, but fighter doesn’t have any of these. This also works better on a charismatic character which is rare for a fighter (other than the banneret).
  • Fairy trickster (3/5) – HoF – Disengaging into difficult terrain is going to be rare, especially for a class that tends to stay at the heart of combat, rather than escape it. Flustering strike is quite good though, which compensates.
  • Fey touched (4/5) – Misty step is decent for a fighter and even better on an eldritch knight who can repeat cast it. This is especially as you don’t need a good spellcasting ability for it. You can also grab hex or hunter’s mark which are both really good for a fighter and will make your one casting of a 1st level spell last long. The only problem is the ability score increase, but it’s still a good option for an eldritch knight, psi warrior or banneret.
  • Genie magic (3/5) – HoF – The spell options are alright for a fighter, but most require a decent spellcasting ability score (which some fighters will have). Thunderwave or burning hands are probably your better options. There’s not a lot of utility here, especially as shield isn’t an option. At least there’s the flexibility of using whichever spell you need for the situation but there’s no way to repeat cast for an eldritch knight.
  • Grappler (4/5) – Great for a grappler build. To get the most out of this, you’ll need to build into grappling elsewhere. That means a strength build and taking things like the tavern brawler feat and the unarmed fighting style.
  • Great weapon master (5/5) – Some strong bonus damage just from normal attacks, plus you can grab a bonus action attack when landing a critical or killing an enemy. That should be reasonably common and fighters often have space for other bonus action uses. Really strong option for fighters using two handed weapons.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than making an attack, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party nembers, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
  • Heavily armored (1/5) – You already have training with heavy armor so this is pointless.
  • Heavy armor master (5/5) – Some decent damage reduction against fairly common damage types will increase your resilience a fair bit. Works great if you’ll be wearing heavy armor anyway, but obviously not for anyone else.
  • Inspiring leader (4/5) – The ability is excellent for anyone, but the ability score choices are poor for most fighters other than the banneret. So an average feat on any fighter, but a strong one on a banneret.
  • Keen mind (1/5) – Better on an intelligence fighter like eldritch knight or psi warrior, but very poor for any other subclass. Expertise on a knowledge skill can be handy depending on the campaign, but often isn’t necessary. Again, quick study is occasionally helpful but not very often.
  • Light bringer (3/5) – ABoH – The healing is nice, but bloodlust is better and light is only OK. The ability score increase is only alright for some subclasses.
  • Lightly armored (1/5) – You already have training with light armor and shields. Pointless for a fighter.
  • Lordly resolve (3/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is decent.
  • Love bites (1/5) – ABoH – Charmed will stop a creature attacking you, but probably not from attacking your allies. You probably usually want attacks focused against yourself so I’m not sure this is that great for a fighter.
  • Mage slayer (5/5) â€“ Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You already have proficiency with martial weapons so this is pointless.
  • Medium armor master (4/5) – A dexterity build will max out on AC with light armor at 17AC. The same applies for wearing medium armor. If you take this, that becomes 18AC so this is +1AC, but at the detriment of your stealth ability, which is a shame for a dexterity build. If you’re happy for +1AC at the expense of your stealth, then this can be solid.
  • Moderately armored (1/5) – You already have medium armor training so this is pointless.
  • Mounted combatant (3/5) – Great if you have easy access to a mount, especially for advantage on attacks. Most fighters won’t though.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright, but be aware that the ability score increase is only good for some subclasses.
  • Observant (3/5) – The skills are alright, but not exactly a fighter’s forte. The search action as a bonus action is decent when looking for hiding enemies. How much that happens though, is likely quite DM dependent.
  • Order’s resilience (2/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
  • Piercer (3/5) – Rerolling damage when using a piercing weapon is decent if that’s the kind of weapon you’re using. Improved criticals will be rarer, but the extra damage is welcome too.
  • Poisoner (3/5) â€“ 2-6 doses of poison for 50gp is alright if you have lots of money. The extra damage and short poisoned condition are quite good and you have the spare uses of your bonus action available to apply this. Ignoring poison resistance makes this more workable. It’s pretty good without the gold cost and alright with it if you have gold to spare.
  • Polearm master (5/5) â€“ Great for extra uses of your bonus action and reaction to ensure you’re attacking more often. This works out to quite a lot of extra damage.
  • Purple dragon commandant (4/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is especially good the more attacks you have.
  • Putrefy (1/5) – ABoH – You probably won’t be causing necrotic damage unless you happen to be an eldritch knight. You’ll have to grab toll the dead or something similar (which happens to be a good cantrip anyway) to make this work. It’s only once per rest though which isn’t that great or worth building around.
  • Rebuke (1/5) – ABoH – A similar situation to putrefy. True strike is probably your best option here but again, that only works for an eldritch knight and I’m not convinced once per rest is enough for just knocking prone (something you can attempt with every attack with your weapon mastery anyway).
  • Resilient (3/5) â€“ The only ability score worth taking here is dexterity as you already have strength and constitution proficiency and you won’t want to increase your wisdom and intelligence isn’t worth getting this for. Charisma I guess could be an option for a banneret.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then this can get you a few interesting spells that don’t rely on extra spell slots to cast or a decent spellcasting ability score.
  • Sentinel (5/5) – Great way to get more attacks per round and keep enemies close or attacking you. Which is perfect for the party tank!
  • Shadow touched (3/5) – Invisibility is a utility spell that is often cast out of combat while not requiring a good spellcasting ability. This means it can be a good option for a fighter, but better on a class that can repeat cast it (like an eldritch knight). The other spell options aren’t too great for a fighter. Wrathful smite is perhaps your best option, but doesn’t last like hex does with fey touched and you’ll need a decent spellcasting ability score (which some fighters do have). Decent enough if you want a bit of spellcasting.
  • Sharpshooter (3/5) – Most fighters don’t have the luxury of being at the back making long range shots, but if you are, then this is decent, but I wouldn’t recommend a ranged fighter for most parties unless you have martials to spare.
  • Shield master (4/5) – A free effort at a push or prone each round and turning a successful dexterity saving throw into no damage is good resilience. A strength build will be best for knocking prone/pushing. Good on a shield-wielding fighter.
  • Skill expert (3/5) – Solid if you want to be an expert at a skill.
  • Skulker (4/5) – You probably won’t be hiding during combat, making 2 thirds of this feat a little obsolete. Blindsight is situational, but very useful when the need arises. Blindsight is the main attraction here though, so this is good enough if you want some always on capabilities for dealing with blindness and invisibility. Works best on a dexterity build.
  • Slasher (3/5) – Speed reduction is basically an extra weapon mastery effect each turn. Improved criticals is decent, but won’t happen loads. It’s decent enough for a martial class just about.
  • Speedy (4/5) – Faster movement is useful for a class that really needs to make sure they’re in close combat fast. Disadvantage from opportunity attacks will make it easier for you move across the battlefield a little more safely.
  • Spellfire adept (3/5) – HoF – This can work for an eldritch knight casting true strike a fair bit for a decent bit of extra damage. Be aware of the trade off here with your hit point dice and healing during short rests. Fighters have larger hit dice than anyone else that might be using this so technically better for them. Pointless on any subclass other than an eldritch knight though.
  • Spell sniper (1/5) – Even eldritch knights will find little benefit here. You’ll likely still be up close and personal with enemies so your spells should reflect this. You have true strike for that though. Pointless for most fighters and not great even for an eldritch knight.
  • Street justice (3/5) – HoF – You’re probably not trying to influence many people, but if you’re a grapple build, this can be a decent-ish buff, but you’ll need to grapple a lot and need allies that will be making those attack rolls.
  • Telekinetic (3/5) – Mage hand makes great utility for anyone. I’d only recommend this for a fighter with a decent spellcasting modifier though (so psi-warriors, eldritch knights and bannerets) as telekinetic shove needs a saving throw. Bonus action pushing is decent though.
  • Telepathic (2/5) – This is OK, but you will need to talk to people using this to make it worthwhile and fighters generally aren’t the best talkers (except bannerets). It also works best though, if you can repeat cast detect thoughts, which bannerets can’t do but eldritch knights can. Decent enough feat, but a fighter will struggle for an ideal build for it.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (2/5) – ABoH – Limited spell options that probably suit a stealth character better.
  • War caster (5/5) – Really good on an eldritch knight. Reaction spells for opportunity attacks is going to work better on an eldritch knight than most others. You’ll also need the improved concentration if you’re going to be casting concentration spells and less item juggling could be handy. Useless for all other subclasses though.
  • Weapon master (1/5) – You probably have all the weapon masteries you need. No need for any more.
  • Zhentarim tactics (4/5) – HoF – Easy opportunity attacks is great to increase your fighter’s damage output. Expertise in a changeable skill is good too, but works better on a more skill focused class. Still handy for you though.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (3/5) – ABoH – Fighters can really benefit from a different damage type for their attacks. Immunity to radiant damage is nice too.
  • Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy. Extra damage when bloodied is decent, but only a small amount once per turn.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is great for long adventuring days. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
  • Boon of combat prowess (5/5) â€“ An automatic hit once per round is really good for a class that is often trying to hit stuff.
  • Boon of communication (2/5) – HoF – This is OK, but fighters aren’t your main source of influence. You’re better off giving this to a bard.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good on a tank and you still have a lot of hit points once bloodied. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied.
  • Boon of dimensional travel (5/5) â€“ Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either.
  • Boon of energy resistance (3/5) – More damage resistances is useful for a tank and reaction attacks will be occasionally useful. You’re likely better off getting reaction attacks from something more reliable like sentinel or polearm master, but this damage will likely outperform those at least. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest.
  • Boon of exquisite radiance (1/5) – HoF – You’ll almost never deal radiant damage and creatures becoming undead that you kill is almost never an issue. Even an eldritch knight with true strike will only get the damage enhancement once per long rest too. You kind of need a powerful, radiant AoE spell which even eldritch knights will struggle for.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth transforming into. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
  • Boon of fortitude (3/5) – Some decent extra resilience. If you pair this with something like bloodlust, that will let you heal yourself more regularly, or if you have a cleric in the party, then this gets even better.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (4/5) – Could be very useful at this level for a class that is mostly tied to bludgeoning, piercing and slashing damage (beyond what magic weapons you can grab) and with plenty of monsters with resistance to this type of damage. The extra damage isn’t that appealing as it won’t occur that often.
  • Boon of looming shadows (5/5) – ABoH – Dodge as a bonus action is great for resilience. The 10ft extra reach is really handy for keeping more enemies in melee range too.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat and probably the wrong ability score increases for you too.
  • Boon of poison mastery (2/5) – HoF – Poison damage and the poisoned condition are reasonably common, but fighters dealing poison damage are rare. If you’re just here for resilience, there are better resilience epic boons.
  • Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy.
  • Boon of revelry (1/5) – HoF – Not a great spell and even an eldritch knight wouldn’t be able to cast this again anyway.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same. Even with proficiency, at this level, you probably won’t be the best at many of these things. Not sure proficiency in all skills is necessary but it can still be useful.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (2/5) – A 1 in 4 chance of recovering an expended spell slot when you cast spells. It’s not a lot for an eldritch knight and pointless on any other subclass.
  • Boon of terror (1/5) – HoF – Being immune to frightened is alright, but causing frightened reliably is tricky. Even then, you need to use your charisma modifier for the saving throw, which won’t be great unless you’re a banneret.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
  • Boon of the furious storm (2/5) – HoF – Lightning and thunder damage isn’t common enough to take this for the resistances alone and even eldritch knights are going to struggle to do too much of this that’s going to be really impactful, but they will fare better with this feat.
  • Boon of the night spirit (3/5) – The invisibility isn’t really what a fighter wants in combat, you want to be the target of attacks. It will give one of your 4 attacks advantage at the cost of a bonus action but the boon of combat prowess will do better than that and turn a miss into a hit. Out of combat, it’s useful for stealth and the resistances are handy. It is only this way in shadow though.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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