DND 2024 Origin Feats Ranked
Origin feats are granted when a player chooses their background during character creation and help define your build’s strengths!

Randy Vargas - Wizards of the Coast - Alert Heedbonder
How Origin Feats Work
The 2024 Player’s Handbook has changed the way feats work in several ways. One of the main changes is that they are now categorized into four subsections: Origin, General, Fighting Style, and Epic Boons.
Origin feats are feats that are slightly lower powered, and they’re granted when a player chooses their background during character creation. You can also take an Origin feat any time you’re able to choose a General or Epic Boon feat.
You’ll find most of these feats to be familiar, with the exception of Musician and Crafter, which are entirely new in this book.
So, what do these new feats mean for your character builds? Let’s investigate each of the Origin feats in the 2024 Player’s Handbook and how they’ve changed from the previous edition!
S Tier
Lucky
Gaining automatic Advantage on multiple attack rolls, ability checks, or saving throws per day day is still incredible. This ability on its own makes this an S Tier feat, but being able to affect attack rolls against you is also beneficial. This can make an enemy’s crit turn into a miss or protect you when you’re low on Hit Points.
This feat has changed very little from the 2014 Player’s Handbook and has gotten even stronger for mid to high-level characters. Luck Points now scale with Proficiency Bonus, so once you hit level 5, you’ll have 3 (the same number as the previous version), and as you level up and increase your PB, you’ll get even more Luck Points.
Every class can find value in this feat, but it’s particularly useful for classes that rely on attack rolls in combat. Barbarians, Fighters, Monks, Paladins, Rangers, and Rogues will benefit immensely from the ability to reroll their attacks or potentially cause an enemy to miss.
Since Luck Points refresh with a Long Rest, it’s a reliable way to keep the dice on your side.
How to Get the Lucky Feat
You can pick up the Lucky feat when you choose the Merchant or Wayfarer background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Musician
This feat essentially provides a free reroll to your party during every rest, which is an incredibly strong mechanic in 5e. While Lucky allows you to gain Advantage on your own D20 Tests, Musician spreads this power to multiple party members, making it one of the best team-focused feats in the game. It also offers the utility of being able to spend these rerolls on anything—including damage dice, death saving throws, Bardic Inspiration, etc.
Plus, some DMs struggle to remember to dole out Heroic Inspiration, so this feat provides a steady and reliable supply of rerolls to your party.
It’s worth noting that this feat’s effect diminishes if more people in the party pick it up, especially once your PB exceeds the number of people in your party. It’s also diminished the more Human player characters you have in your party, as they get a free Heroic Inspiration at the end of every Long Rest.
Keep in mind that handing out Heroic Inspiration isn’t necessarily limited to player characters. You could hand this feat out to mounts, familiars, and sidekicks.
How to Get the Musician Feat
You can pick up the Musician feat when you choose the Entertainer background at character creation, or any other time you’re allowed to take a feat (such as at level 4).
A Tier
Alert
Alert is a solid feat for any class that can make big swings in combat.
Rogues, for example, can potentially down a dangerous enemy with a well-placed Sneak Attack. The ability to swap Initiative with an ally is perfect for parties who want to act strategically and let their Wizard cast crucial early spells. This feat is also a good option for anyone who wants to control the flow of combat from the first roll of Initiative, making it an ideal choice for classes like Fighter or Barbarian that can position themselves between their enemies and less-tanky teammates.
While its benefits are not directly combat-focused in terms of damage or defense, controlling the Initiative order can turn the tide of a fight. In addition, a static bonus to Initiative is massive in 5e because, normally, the only way to increase your Initiative modifier is to boost Dexterity.
This Origin feat is going to put in a lot of work, especially if you (or your party members, if you give them your Initiative) have some big spells to drop when you go first in Initiative.
How to Get the Alert Feat
You can pick up the Alert feat when you choose the Criminal or Guard background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Magic Initiate
If you’re looking to mix some magic into your build, Magic Initiate opens up a world of possibilities. This feat is a great choice for just about any class (except Barbarians, who can’t cast spells while using Rage). It shines especially bright on classes with their own spell slots, so they aren’t limited to casting their shiny new level 1 spell once per Long Rest.
Some of the most popular combinations for spellcasting classes are:
Cleric:
- Cantrips: Guidance, Sacred Flame, Starry Wisp
- Level 1: Bless, Cure Wounds, Guiding Bolt, Healing Word, Protection from Evil and Good, Shield of Faith
Druid:
- Cantrips: Guidance, Sacred Flame, Starry Wisp
- Level 1: Absorb Elements, Cure Wounds, Entangle, Faerie Fire, Healing Word
Wizard:
- Cantrips: Chill Touch, Firebolt, Mage Hand, Minor Illusion
- Level 1: Absorb Elements, Chromatic Orb, Find Familiar, Shield
Martials who want to mix in some spellcasting might also want to choose:
- Cantrip: Booming Blade, Green Flame Blade
- Level 1: Find Familiar, Shield
How to Get the Magic Initiate Feat
You can pick up a version of the Magic Initiate feat when you choose the following backgrounds:
Or, you can choose which version to take any other time you’re allowed to choose a feat (like at character level 4).
B Tier
Tough
Gaining two extra Hit Points per level is worthwhile for just about any class, so you may see a lot of farm-raised adventurers in the near future.
This feat is always effective if not very exciting. An extra 2 Hit Points per level certainly adds up and will be an extra 40 Hit Points by level 20.
How to Get the Tough Feat
You can pick up the Tough feat when you choose the Farmer background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
C Tier
Crafter
While crafting gets more of a nod in the 2024 Player’s Handbook, it’s still pretty rudimentary. This feat enable you to craft and buy mundane items more efficiently, but its ceiling isn’t incredibly high as magic and magic items usually make them irrelevant.
The items in the Fast Crafting table won’t be particularly impactful unless you really need something like a Ladder or Grappling Hook on your next adventuring day.
How to Get the Crafter Feat
You can pick up the Crafter feat when you choose the Artisan background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Healer
The Healer feat has got some decent buffs in the 2024 Player’s Handbook. Now, when you heal using the Healer’s Kit, the target gets to use their Hit Dice, making it more effective for classes with higher Hit Dice. That said, you can’t use this on creatures that have spent all their Hit Dice.
You can also reroll and 1s on healing dice, which can provide a minor boost to your healing efforts. Seeing as healing spells in the 2024 Player’s Handbook have had their healing dice doubled, this keeps the feat in line with the increased power level. Still, healing-dedicated builds aren’t necessarily needed in D&D, so usually something like Healing Word to revive downed enemies from a distance as a Bonus Action is all you’ll need.
Tankier characters who prefer to be in the frontlines, like Barbarians, Fighters, and Rangers, might also enjoy being able to heal as an action without needing a caster. These brawny types usually have a d10 or higher Hit Dice as well, meaning they can potentially heal for a lot more when they use it on themselves.
Rogues do surprisingly well with this feat because of Cunning Action, so they can Disengage with their Bonus Action, move out of reach of an enemy, and heal all in the same turn. This is especially true for Thiefs, who can use the Utilize action as a Bonus Action, allowing them to heal and attack in the same turn.
Clerics or Druids who cast a lot of healing spells will also see a decent boost to their healing capabilities, thanks to being able to reroll 1s on healing dice.
How to Get the Healer Feat
You can pick up the Healer feat when you choose the Hermit background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Tavern Brawler
This feat changes your Unarmed Strikes damage into a d4 + Strength and gives you proficiency with improvised weapons, just like the 2014 iteration. But, unlike this previous version, you get a slight boost because you can reroll 1s on your Unarmed Strikes damage dice.
It also allows you to use the Push option as well as deal damage when you hit with an Unarmed Strike once per turn. This replaces your ability to Grapple as a Bonus Action after you hit with an Unarmed Strike. Sad news for Grapple builds, but it can be more effective when controlling the battlefield.
This is less appealing for Monks, and other martial classes can gain access to the Push mastery property, so it’s not a particularly impressive feat.
How to Get the Tavern Brawler Feat
You can pick up the Tavern Brawler feat by choosing the Sailor background, or whenever you gain the ability to choose a feat, like at level 4.
D Tier
Savage Attacker
Unfortunately, this feat just simply does not work when you look at the math. For example, a greataxe typically inflicts an average of 6.5 damage (1d12). With the Savage Attacker feat, which allows you to reroll and choose the higher result, the average damage increases by 1.65, bringing it to 8.80.
How to Get the Savage Attacker Feat
You can pick up the Savage Attacker feat when you choose the Soldier background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Choose Your Origin
Origin feats in the 2024 Player’s Handbook offer powerful ways to shape your character right from the start. Now, you no longer have to pick up a variant human if you want a feat at level 1. Any adventurer can boost their combat prowess, dabble in magic, or support their party in unique ways right off the bat.