Feat Chains That Break the Game (Without Breaking the Rules)

Mike’s Personal Experience
Feats are the spice in your stew, lad. Used wisely, they turn a bland build into a thing of beauty. Once, my fighter friend combined Polearm Master with Sentinel and Great Weapon Master. He controlled the field, stopped enemies dead, and demolished them with heavy hits. Our DM still mutters about it. The magic isn’t illegal — it’s built into the rules.

Here are some feat chains you should consider.

1. Polearm Master + Sentinel + Great Weapon Master (5e)

This combo allows you to make opportunity attacks as foes enter your reach, drop their speed to zero, and follow up with heavy hits that deal extra damage on a crit. Perfect for battlefield control.

2. Trip + Disarm + Attack of Opportunity (PF2e)

Take feats that allow a free trip or disarm attempt on a successful hit, then grab Attacks of Opportunity to punish attempts to stand. Enemies will be flat‑footed forever.

3. Sharpshooter + Crossbow Expert (5e)

Ignore cover penalties, shoot at long range without disadvantage, and make bonus crossbow attacks. Deadly from afar.

4. Fleet + Mobility + Nimble Dodge (PF2e)

Stay mobile, avoid AoOs, and increase your stride speed. Perfect for rogues and monks who want to dance around foes.

5. Magic Initiate + Metamagic Adept (5e)

Pick up useful cantrips like Booming Blade via Magic Initiate, then empower them with metamagic options. A warlock or sorcerer combo’s dream.

Before You Swing Again…

Want more chains? Check out our Player Builds & NPCs for examples of characters built around these combos, browse GM Wisdom to keep your table balanced, and ask questions via the Contact page. We might just feature your build next.

Final Thoughts

Feat chains are powerful, but they’re also part of the game. Use them wisely, and remember: synergy is key.


Where the Next Tale Begins

For more on rules‑friendly optimization, see Yer Not the Chosen One — Yer Just Another Player, Act Like It and explore When One Player Keeps Derailing the Whole Game to make sure your combos don’t hog the spotlight. Break the game — but keep it fun.

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The High Ground Isn’t Just for Archers — How Position Wins Fights