Mobile Feat 5e – Explored and Explained

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Dungeons and Dragons 5e is home to many perks that improve character customization and characterization. Aside from the primary and sub-class systems, a highlight is the feats. There are many to choose from when assembling your build, and today we will be talking about mobile feat in Dungeons and Dragons 5e. This is just one feat of many that can make a build unique and extremely powerful. 

Here we aim to explore everything mobile feat offers players in 5e and how to best utilize it. We will cover what classes you should consider mobile feat for and on which to avoid it. After this article, you should be ready to go into your next session with a character perfectly wielding mobile feat.

Mobile Feat 5e – Explained

Mobile Feat 5e

Mobile Feat in Dungeons and Dragons 5e has a description that says ‘’You are exceptionally speedy and agile’’. This translates to these benefits for your character:

  • Your speed is increased y 10 feet
  • Upon using the Dash action on difficult terrain you no longer lose extra movement
  • Melle attacks against creatures don’t provoke an opportunity attack from the attacked creature for the remained of the turn

Pretty much, this feat increases your movement speed and encourages your dash attack in situations where you would have previously avoided it. This makes your character incredibly mobile on all terrain and provides decent defense. This is done by allowing you to position in places where you can attack in and out of melee range. 

To get a mobile feat in 5e is fairly simple as it is gained simply from leveling up. As you level up you will eventually gain an Ability Score Improvement that you can spend to receive mobile feat. Another way to get it is i you have chosen the Variant Human your dungeon master may award you feats. This is not too common and completely depends on the dungeon master and how they had out boons and blessings.

Variant Humans are the best for mobile feat even if they start with halved stats. To balance them out they get two +1s in your stat line which yields a feat. This is not only limited to mobile feat but any feat as long as you meet the prerequisite conditions. For example, you can learn tough or mobile feats but cannot learn Dragon Wings or Bountiful Luck. When it comes to spending ability score improvement points depends on the class and the amount you get. Here is a list of how many ability score improvement points (ASI)  each class gets and on which levels.

  • Artificer – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Barbarian – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Bard – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Cleric – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Druid – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Fighter – 7 Ability Improvement Points (ASI) – On Levels: 4, 6, 8, 12, 14, 16, 18 
  • Monk – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Paladin – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Ranger – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Rogue – 6 Ability Improvement Points (ASI)I – On Levels: 4, 8, 10, 12, 16, 19 
  • Sorcerer – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Warlock – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 
  • Wizard – 5 Ability Improvement Points (ASI) – On Levels: 4, 8, 12, 16, 19 

As you can see most classes get five ability score improvement points which is not too much, making them a finite resource. So you must carefully pick what you use your feats on when upgrading your stats. Some items can boost specific stats so make sure to count that into your builds when planning them out. You may see that the Rogue and Fighter get more points compared to other classes. This is just because they need a few more to remain on par with other classes. 

Is Mobile Feat Good in 5e?

Taking into account what mobile feat does in 5e and comparing it to others in the game it falls short from the top. The feat is very powerful due to the avoidance of opportunity attacks and improved mobility. But sadly this is only optimal for a smaller portion of classes which cuts the power of mobile feat when compared to others. However, in classes, it is good on mobile feat and serves as an integral part of builds. Its ability to escape a fight quickly or get through a winding map is invaluable. Additionally, it works well with anything that has the keyword speed in it, this includes swim speed.

As a defensive and offensive option, it is a great feat that many should aim to have on their backline-piercing characters. It is also important to note that the feat becomes much better if you know that you will encounter difficult terrain especially early on. If this is the case mobile feat can easily become the best feat on all classes in 5e, at least for that specific situation. 

Consider These Classes for Mobile Feat

Classes for Mobile Feat

As there are many builds already just when looking at classes we will only be looking at those today. Subclasses can change whether or not you would want mobile feat in 5e but that’s a topic for another day. This will simply be an observation on classes that could benefit from mobile feat and even an alternative to it.


Bards are spell casters with a pool of many supporting and damaging spells. Their primary stat is charisma and their buffs and damage depend on it. Bards weave in and out of combat to cast spells rarely staying close enough to fight melee. If subclasses are in play this situation is nearly eliminated. For just the non-subclass bards two feats stand out, and yes mobile feat is one of them.

  1. Mobile: This feat is excellent on Bard especially thanks to the Collage of Swords Bard build. But mostly because bards have a smaller range compared to other casters. This inherently gives them a need for bonus mobility to get in and out of range for their ally buffs and enemy damage. Furthermore, they also need to use a melee weapon at times especially early on when they don’t have many spells and cantrips. All this makes them perfect for utilizing the mobile feat and all of its buffs, especially the added survivability.
  2. Actor: The second choice that is comparable to mobile feat is an actor. That is because actor gives a +1 bonus to charisma and allows bards to mimic voices and sounds. This skill can be incredibly useful in the right circumstance and this is why we chose this feat. Through this ability you can deceive enemies and have more out-of-combat options for many situations, sometimes even avoiding combat entirely.


Monk has always been in a word spot when it comes to feats because they use three different stats as their primaries. So there are only a few feats that would work for a general build useful all the time. For our two picks, we chose crusher and mobile feat for monk in 5e.

  1. Mobile: Even though monks are already very mobile with their inherent movement speed increase, more speed can never hurt. Especially, when paired with it you gain the ability to beautifully weave between enemies dishing out multiple attacks. Monks also benefit from the defensive boost from mobile feat since they always fight in melee range. Additionally, the step of the wind activates the third part of mobile which grants you a bonus action instead of an action. Overall, mobile feat in 5e perfectly suits any monk build because of the inherent synergy between them.
  2. Crusher: This feat also fits in perfectly since monks’ primary weapons are fists. The feat grants you +1 strength or dexterity which is a huge boon. Because every attack also activates the 5-foot push you can move an enemy into a good spot for your team. Furthermore, critical hits make your attacks even more lethal due to everyone attacking the creature with a roll advantage.


Rangers are usually played in either melee or ranged exclusively and each build takes on a different role. Their primary attribute is dexterity, but each subclass changes its core mechanics and function. This makes their feats quite challenging to choose from but here are the two most common options:

  1. Mobile: Mobile feat is one of the most common feats on high-leveled rangers regardless of the subclass. But the most common pairing is the feat and gloomstaker as they have inherent synergy. This combo can move as fast as a monk but also get even better at attacking and repositioning leading to a masterful assassin.
  2. Sharpshooter: This feat serves as the long-range counterpart of this class. The damage output is almost like that of a Great Weapon Master and ignores everything but full cover.


Rogues are assassins with a primary attribute of dexterity. Their biggest strength is their sneak attack and other various tools to get close, deal massive damage, and get out safely. Any feat that assists these factors is perfect for any build.

  1. Mobile: Mobile feat gives rogues the mobility they need to do their cunning and bonus actions. Furthermore, the fact that they can ignore difficult terrain while dashing is incredible. The opportunity attack also helps provide the rogue with some much-needed survivability. Even if you get hit, with good positioning thanks to the increased movement speed you should only get hit by one enemy.

Never Consider These Classes for Mobile Feat

Mobile Feat

Because mobile feat in 5e gives very specific buffs it does not quite match up with every class in the game perfectly. While you can absolutely utilize it on everyone, perhaps you should consider their better alternative feats. Here are examples of builds that would work on classes on which you should avoid mobile feat.


Artificer is an intelligence-based casting class that does not have much use from mobile feat in 5e. This is simply because they want to maximize intelligence and nothing else before it. All other attributes are not as useful and since they are primarily casters the opportunity attack will never trigger. But there are two amazing feats that will always work with any artificer:

  1. Fey-touched: This feat grants your character +1 to Intelligence and two incredibly useful spells. Aside from increasing your most important stat, the two spells are wonderful since they do not cost slots. However, they do come at one charge per day which is a shame. Overall fey-touched is amazing on artificer and you can pick it up without thinking too much.
  2. Shadow-touched: Just like the previous feat this one also gives +1 Intelligence paired with sleep casting this time. You also gain access to invisibility and another random 1st level spell. Again you can only use them once per day, but since they don’t take slots it doesn’t matter too much. Invisibility is great for many scenarios especially since you can also use it on allies during and out of combat.


Barbarians depend a lot on ability scores for different aspects of their kit. Strength is crucial for their two-handed weapons and so is Dexterify for their Unarmored Defense, and finally Constitution for health. Because of this big diversity, you can adapt your barbarian to fill many roles from damage dealer to tank. This makes picking feats difficult but here are the two we came up with:

  1. Crusher/Slasher: Depending on the weapon type you can pick one of these two feats. You should take crush if you use bludgeoning weapons like hammers, while Slasher is for swords and axes. Both feats grant +1 Strength and bonus effects towards hit and critical hit. It is important to know the technical difference between the two before you pick one. Crusher is used for dispositioning the enemy as their crits and good rolls move the target back. On the other hand, a slasher limits enemies’ movement by reducing speed on hit. Furthermore, each crit will cause the enemy to attack with a disadvantage for a round.
  2. Tough: Compared to crusher and slasher the tough feat focuses on survivability instead of damage output. The feat grants your barbarian more hp based on their level. Additionally, tough grants you extra staying power based on your constitution. This perfectly pairs with a tanky build to have the highest health pool possible and make sure you can take everything head on.


Clerics are casters that take on the main role of a healing tank. Their abilities perfectly suit this playstyle as they help them survive and aid allies. Simply because they are wisdom casters mobile feat does not work for them in 5e. Especially when you consider how clerics rarely have to move around making the speed useless. But there are two amazing feats that will take your clerics to a whole new level.

  1. Gift of the Gem Dragon: Clerics using this feat get +1 in either their Intelligence, Wisdom, or Charisma. They also get a reaction move once hit, this move pushes the assailant back. This is great since you can get space and ensure your safety no matter the situation. However, you can only use this a set number of times determined by your proficiency. 
  2. Metamagic Adept: This feat lets you learn two metamagic options and corresponding sorcery points to spend. The only way to get these points back is to take a long rest. Essentially, this feat allows you to empower your evocation spells to double their potency. Since the cleric is a full caster this feat is very versatile and can impact the battlefield in many ways.



Druid is another wisdom-based caster that plays an important role in their party. This role shifts depending on your build but can range from tank to damage and even support. While the mobile feat is strong druids have no use for the speed no matter their role. Instead if required they can just take on a shape to fill in the gaps. They also want to maintain the aggro most of the time and serve as a tank. Instead of mobile feat druids in 5e have two incredibly powerful feats:

  1. Telepathic: Telepathic adds +1 to a mental state of your choosing. The ability allows youtube to communicate telepathically with creatures near you. This does come with some restrictions like the requirement to speak the same language. But it does come with a great fix to druids’ biggest problem, speaking while shaping. Allowing you to communicate with your party even if you are in an animal form.
  2. War Caster: Most druids you encounter will be using the war caster feat. This is because most o their spurs are concentration based and this ensures that you have more powerful spells. While this is good early on it becomes much better at higher levels when druids can cast spells while shaping. Druids that do this can maximize their damage by utilizing the stats of their shapes paired with this feat.


Fighters’ job is straightforward and powerful, their only role is to fight and deal damage. Their main attributes are strength and dexterity, with a secondary priority set toward the constitution. While mobile feat can be considered since they want to get as fast as possible to the enemy it doesn’t quite make the cut. This is because the two feats we chose simply work better and are more common. Also, fighters have the most ASI in the game which lets them take mobile feat as their last to perfect a build. 

  1. Mage Slayer: Since fighters are a class with no spell casting this feat helps them a lot when dealing with casters. The feat grants any fighter with it a reaction attack on anyone casting a spell within 5 feet of you. If the attack lands, the enemy gains a disadvantage on their concentration saving throw. Lastly, mage slayer grants you an advantage on saving throws against spells within 5 ft of you. This closes the weakness against casters completely making the fighter really good.
  2. Martial Adept: This feat adds two maneuvers from the battle master subclass to your skillset. You also gain one superiority die to use either with. Fighters that have this feat greatly increase their versatility. With it, you can impact the battlefield apart from just hitting things.


Paladins are one of the most stat-reliant classes as they need three to function. This makes them usually take very little feats compared to other classes. While the mobile feat is good for paladin the lack of spare points pushes it out of option. Simply, it is better to choose one of the two following feats instead of a boost to movement speed.

  1. Inspiring Leader: This feat gives your paladin a large chink of your health in temporary HP. Albeit, with a 10-minute setup timer, free health is always welcomed. Especially in dire situations where your paladin has to tank a lot more than usual.
  2. Great Weapon Master: Some paladins prefer two-handed weapons and this feat is perfect for them. It grants them +1 damage upon taking a -5 on hit. This is a great comeback tool and can make paladin extremely lethal. Additionally, upon each kill or critical hit paladins gain a free additional action.


These charisma casters are usually the face of the party and the biggest damage dealers. Their builds are very specific because they can’t switch spells so the feats chosen are very important. Mobile feat in 5e is not too good on sorcerers because they are long-range casters. This makes taking mobile feat instead of an adept a very bad idea since it will cut your damage by a lot. We recommend for feats that you look at the following:

  1. Elemental Adept: This adept allows sorcerers to choose any elemental damage type and ignore the enemy’s resistance to it. This is a great tank-busting skill that ensures damage cannot be rolled poorly. However, this effect does apply to spells from the sorcerer exclusively.
  2. Metamagic Adept: This adept is used simply because it adds two more sorcery points to your character’s pool. Sorcerers pick this up simply to have more options to use in combat.



The second charisma caster in Dungeons and Dragons is warlock, a caster with many unique builds. The gimmick of the class is that its smells can only be cast four times a day. This means that builds must revolve around this and have options to use when out of spells for the day. Depending on the build mobile feat could work as hexblade warlocks enter melee combat. This however is not enough to justify it compared to the two other options we recommend:

  1. Inspiring Leader: The boost towards temporary HP can easily help Warlocks survive devastating attacks and wait out their spells. Furthermore, it is great since it can make your warlock a pseudo-tank during tough situations. Just make sure to not have two inspiring leader feats in your party, since that dampens its potency.
  2. Spell Sniper: Probably the best feat for warlocks in 5e since it grants them immense range and the ability to ignore cover. Any warlock with this feat can snipe with their cantrip Eldritch Blast over the whole battlefield. If allowed by your dungeon master this combo is some of the most fun in the game.


Wizards are intelligence casters who boast the biggest arsenal of spells. Because of this, you can build them in many ways. However mobile feat does not fit any of these builds in 5e. Surprisingly, the best feats for wizards are other spellcaster’s class abilities. Just because it further increases their options and damage potential. The two best feats for wizards are:

  1. Eldritch Adept: Wizards with this feat gain access to plenty of invocations that make spells much more potent. They can also utilize the classic combo of Devil’s Sight + Darkness spells. Just that is enough to justify this feat.
  2. Metamagic Adept: Same as the other casters metamagic is amazing because of the spell upgrades and two free sorcery points. This feat can effectively make your wizard into a multicasting sorcerer even in the early game.


Mobile feat in Dungeons and Dragons 5e is a universally good feat that has unique benefits for offense and defense. However, most classes would prefer their optimal feats which leave mobile somewhere in the middle. In a state where it can be used on everyone but almost never is. But do not underestimate how good it is in classes such as the Rogue, Bard, and Monk.

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