When you're leveling your character up in Dungeons & Dragons, you always have to wonder if it's best to increase your ability scores or get one of the many feats available in the game. There are many out there to choose from, and they can be extremely useful depending on what you want to do with your character. And nothing stops you from getting more than one of them as well.

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Some can even work better than they normally would simply because you combined them with another feat. To make your character even more efficient than before, you'll see how some combos work together, or even how some of them may fair along with certain classes or species.

5 Sentinel And Polearm Master

D&D Warrior
Armory Veteran by Caio Monteiro

A very popular combo for many builds, here you can be even deadlier than before, and prevent yourself from getting hit by a melee opponent. Some weapons allow you to hit a target from ten feet (three meters) away rather than the normal five feet (one and a half meters), such as a Glaive, Halberd, Pike, and others.

Polearm Master will give you an opportunity attack whenever someone enters your teen feet reach, instead of the normal where you only get these attacks when someone leaves your reach. You also get an extra attack with the other end of the weapon as a bonus action, but that's not the combo part.

Sentinel, on the other hand, gives you quite a few perks, but the focus here is that whenever you hit someone with an opportunity attack, their speed drops to zero. Combined with Polearm Master, you get to attack someone ten feet away from you and, if you hit, drop their movement, preventing them from getting close to you.

Then, on your turn, do all of your attacks and simply take a step back, so your opportunity attack will trigger once more if they choose to approach you again. You can also turn this into a three-feat combo by using either Piercer or Slasher, from Tasha's Cauldron of Everything, depending on what weapon you're using, for some extra effect on your attacks.

4 Elven Accuracy And Sharpshooter Or Spell Sniper

A Drow sends a cold beam of frost that freezes its enemy
Ray of Frost by Kim Sokol

In case you're playing an Elf and strength is not important to you, then Elven Accuracy is a must-have. Whenever you have an advantage with an attack that uses Dexterity, Wisdom, Intelligence, or Charisma, you can re-roll one of the dice. Essentially, you get to roll three dice in these situations and use the highest one.

If you're a spellcaster, using that along with Spell Sniper is a good fit. You'll be able to hit from further away with this feat, and you have more chances of hitting it thanks to your accuracy. But if you're using ranged weapons, then Sharpshooter is the way to go.

Among other effects, it allows you to give yourself a +10 on your damage, at the cost of having a -5 on your attack rolls. However, since you're going to re-roll the lowest value anyway, your chances of hitting just became a lot better. And if you want even more control of the situation, you can always get Lucky too. That'll annoy your DM for sure.

3 Spell Sniper And Magic Initiate

Dungeons & Dragons Tiefling Wizard
Eccentric Apprentice by Campbell White

This combo will give you more options to fight from afar, whether you are a spellcaster and wants to be more dangerous, or you want to have a nice ranged option available all the time without having to worry about ammo.

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Magic Initiate lets you pick two cantrips and a level one spell from one of the spellcasting classes, and Spell Sniper will increase the range of your spell attacks, as well as allow you to ignore half or 3/4 covers on the way, and give you one more cantrip.

Your cantrip arsenal will increase quite a lot, and even give you a spell to use in dire situations. Just be careful as to which spellcasting class you'll take the spells from since they also determine which ability score you'll use for all these cantrips.

2 Charger And Mobile

Dungeons & Dragons Warrior Holding His Weapon In The Air
Elemental Evil art by Daniel Gelon

These feats aren't known for being good, to be fair. They can be rather situational, so it's common for them to be ignored. However, together they can be useful, especially combined with a Monk or a Barbarian.

Mobile increases your movement by ten extra feet and allows you to ignore difficult terrain when using Dash. Doing a melee attack against someone stops them from using opportunity attacks on you, even if you miss them, even overruling Sentinel in this regard. Charger allows you to use your bonus action to attack if you Dash first, and gives you +5 in your damage if you run at least ten feet before attacking your target.

If the extra movement and bonus attack, this is really useful for martial characters with no ranged options. If you can't strike your enemy from afar, this will make sure you can close in and still get to whack them on the head.

1 Resilient And War Caster

A gnome wizard and their pseudodragon familiar
Wizards & Spells Cover Art by Conceptopolis

How about never losing your concentration again? Resilient gives you proficiency at a saving throw of your choice, and it increases the ability score by one. Constitution would be ideal here since we're going for helping our concentration.

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War Caster will, among other things, give you an advantage every time you need to roll a concentration saving throw. And do you know which ability score is used for that? That's right, Constitution.

Your bonus to keep your concentration will be higher thanks to Resilient, and you'll have more chances of succeeding due to the advantage from War Caster, thus making your spells a lot more likely to stay activated even after taking multiple attacks, or a particular strong one.

Bonus: Lucky

Halfling paladin with bow looks into distance among nature
Mazzy, Truesword Paladin by Justyna Gil 

Even mentioned before, Lucky has the ability to let you re-roll a die, essentially giving you an advantage whenever you feel like it. And it can also be used when someone attacks you, which is similar to giving a disadvantage to an enemy. This makes it useful alongside almost any feat.

Your Resilient-War Caster combo failed? Well, roll one more die. You charged attack missed? Roll again. Did your long-distance spell miss? Okay, you got it by now. Not to mention that if you're using spells that force the enemy into a saving throw or something, you can also use your feat to hinder them, making it useful along with Magic Initiate too.

Lastly, if you're playing as a Halfling, you can even mix this feat with their version of Lucky, which allows them to re-roll a natural one, and Bountiful Luck, which gives you the power to let a friend re-roll their natural one. Why not just control your dice when you can control everyone else's too?

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