The 2024Dungeons & DragonsPlayer’s Handbook introduced Origin Feats to the game, some of which are a better fit forspecific character Classesthan others.
Origin Feats are free Feats that are included as part of acharacter’s Background selection. These offer extra powers that make a hero even more useful to the party. Anyone playing a human can also pick an additional Origin Feat, regardless of Background choice.

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Origin Feats are one part of D&D character creation that can be screwed up, as it’s possible to pick something that won’t get used, like a Wizard taking Savage Attacker. This is why there are specific Origin Feat choices that work best for different classes.

12Barbarian – Tavern Brawler
Turn Swords Into Tankards
Background
Unarmed Strikes deal 1d4 Bludgeoning damage + Strength modifier Reroll 1s on damage rolls made with Unarmed Strikes Proficiency with Improvised Weapons When hitting with an Unarmed Strike, user can push enemy 5ft away
Barbarians benefit from anything that involves the Strength. In this case, Tavern Brawler gives them a number of options when fighting without a weapon.

Tavern Brawler increases the damage of Unarmed Strikes, lets them reroll 1s on damage dice, deal damage when shoving, and gives Proficiency with Improvised Weapons. These combined ensure the Barbarian is always dangerous.
A close second forchoice of Origin Featis Savage Attacker. The campaign the Barbarian appears in might help the player decide, as anything involving a city means Tavern Brawler is the safest bet, as bars and prisons are natural gathering points for adventuring parties.

11Bard - Musician
A True Inspiration
Entertainer
Gain Proficiency with three musical instruments When finishing a Short of Long Rest, a number of allies equal to Proficiency bonus gain Heroic Inspiration
The Bard & Musician combo might be the most natural fit in the game, to the point where players might avoid taking it, just to dodge the stereotype.

Musician is essentially a replacement for the Bard’s Song of Rest feature from the previous iteration of D&D. Along with getting three new Musical Instrument Proficiencies, the bearer of this Feat can give other characters Heroic Inspiration during rest.
Heroic Inspiration can be spent on a free reroll, making it extremely valuable to players in dangerous situations, and no one is better suited for providing buffs than the Bard.
10Cleric – Healer
Save Those Spell Slots
When using a Healer’s Kit, the target can heal one Hit Dice + Proficiency bonus Can reroll a 1 on a die made for healing effects
Cleric players are often stuck spending precious spell slots on healing spells, forcing them to be more selective about when they can use the rest of their magical arsenal.
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The Healer Feat can help free up some of the load, as it lets the Cleric use Healer’s Kits to patch up allies, while the reroll feature makes their healing magic more effective, so fewer spells need to be used.
With the Healer Feat, the Cleric doesn’t have to worry as much about saving slots for Cure Wounds or Healing Word, as they know they can resort to items after the battle if they need to.
9Druid – Magic Initiate (Wizard)
Going To Night School
Learn two Cantrips from the Wizard spell list Learn a Level 1 spell from the Wizard spell list. It can be cast oncer per Long Rest for free.
The Druid spell list is filled with healing, nature, and elemental magic. Tapping into the raw power of the planet is kind of their whole deal.
A spellcasting Druid can expand their repertoire by taking the Magic Initiate Feat and choosing spells from the Wizard list.
In terms of the two Cantrips, they can select from the likes of Blade Ward, Mind Sliver, Toll the Dead, and True Strike, which they normally wouldn’t have access to.
For the spell, the best options are Magic Missile (a guaranteed hit damage spell,) Grease (a tremendous AoE debilitation spell,) and Tasha’s Hideous Laughter (great for temporarily taking out powerful solo units.)
A Druid who follows the warrior path, usually one who plans to follow the Circle of the Moon subclass, might want to consider a more martial-themed Origin Feat. In this case, Alert or Tough would be better choices.
8Fighter – Savage Attacker
Doing The Most Damage
When hitting an enemy with a weapon, player can roll the damage twice and take either result
The Fighter is good at one thing – beating up enemies. This is where the Savage Attacker Feat fits in perfectly, as it’s all about rerolling 1s on damage dice.
As the Fighter is mostly going to be whacking monsters with pointy sticks, the Savage Attacker Feat is a perfect choice for their play style. It even works for ranged weapons, so the archery-themed Fighters can also benefit from this Feat.
The Tough Feat is also a great choice for the Fighter, as it gives them more hit points as they level up. This can help them keep up with the beefy Barbarians while still being able to rock the plate mail armor.
7Monk – Tavern Brawler
Push It Real Good
This might seem like an odd choice off the bat. After all, the Monk’s natural Martial Arts feature is better than the improvements offered by Tavern Brawler.
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The reason to pick the Tavern Brawler Feat is because of its Shove feature. When a Monk hits the enemy with an Unarmed Strike, they can push the enemy five feet away from them.
A Monk can save their Shove for their final attack, then move away from the foe without worrying about receiving any Attacks of Opportunity from the enemy. It can also be used to push enemies into traps set up by allies, for some extra damage and debuffing.
6Paladin – Healer
The Backup Bandage
While Paladins are often fighting on the front line, they still act as a backup healer for the group. Sometimes, they’re stuck doing all of the healing, which can influence how the player chooses their spells.
The Healer Origin Feat is extremely useful for the Paladin handling the party’s wounds. The ability to use a Healer’s Kit for much-needed restoration and reroll 1s on checks related to treatment makes it a lot easier for them to put the group back together after a tough battle.
5Ranger – Alert
Ranger Rover
Criminal, Guard
Add Proficiency bonus to Initiative rolls Can swap Initiative with an ally at start of combat
While Savage Attacker might seem like a natural choice for the2024 Player’s HandbookRanger, they have a bigger role in the party than just whacking the enemy on the head.
Rangers are often the party scout, especially in the wilderness, as that’s their whole gimmick. It’s what happens when an entire class is cribbed from Aragorn.
The Alert Feat not only makes it easier for the Ranger to act first in combat, where they are likely to be near danger, but it lets them swap Initiatives with another character on the off-chance that they have a better move they can pull off.
4Rogue – Skilled
Doing Everything For Cheap
Charlatan, Noble, Scribe
Gain three Skill or Tool Proficiencies
Rogues are the masters of solving problems outside of combat. They’re usually in the front when exploring dungeons, as they have an eye for traps and environmental hazards.
It’s extremely helpful for Rogues to have as many Skill Proficiencies as possible. This is where Skilled comes in, as it gives them three additional choices from outside their normal class options.
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The Rogue already gets four Skill Proficiencies from their class, two from their Background, and potentially another one from their Species. When Skilled is thrown into the mix, it means they can potentially start with ten Skill Proficiencies, making them extremely useful to have around.
3Sorcerer – Magic Initiate (Druid)
Blood For Nature
Learn two Cantrips from the Druid spell list Learn a Level 1 spell from the Druid spell list. It can be cast oncer per Long Rest for free.
As theSorcerer starts outwith only a handful of spells that they know and can cast, they should take Magic Initiate as an Origin Feat to improve their arsenal.
Due to the similarities between the Sorcerer and Wizard spell lists, they’re better off going for the Druid Magic Initiate option, as the Sorcerer’s ability to create spell slots makes them an effective backup healer.
For Druid Cantrips, Produce Flame, Shillelagh, Starry Wisp, and Thorn Whip are all excellent attack options, some of which have extra effects outside of just damage.
For the level 1 spell, taking Cure Wounds and Healing Word are the best restorative options. If the Sorcerer is the backup healer, then Healing Word is the better option, as they can use it to quickly revive the Bard, Cleric, or Paladin of the group, while still being able to fire off a Cantrip.