Feats are one of the main customization options in Dungeons & Dragons 5th edition that lets player characters specialize and build unique and powerful builds. The amount of flexibility that feats offer allows two players to play the same class—or even subclass—but have a different feel and approach to combat and roleplay.

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Because of this, whenever a new sourcebook is published for D&D, players are eager to see what new options they have at their disposal the next time they can choose a feat. The D&D sourcebook Bigby Presents Glory of Giants introduces a few interesting and powerful giant-themed feats to consider for a variety of play styles.

8 Strike Of The Giants

Storm King's Thunder by Tyler Jacobson

The Strike of the Giants is the prerequisite feat for all but one of the other feats in Bigby Presents Glory of Giants. You can choose one of six giant types and improve your melee or thrown weapon attacks with extra damage or unique effects. Once you have chosen one of these types, you can choose its corresponding feat on a later level.

Your options with this feat are fire strike, which offers the most damage output; cloud strike, which lets you become invisible to your target; frost strike, which can reduce your target's movement speed; hill strike, which can knock your target prone; stone strike, which can push your target 10 feet away; and storm strike, which can give your target disadvantage on their attacks.

7 Vigor Of The Hill Giant

Hill Giant via Wizards of The Coast

This feat is the most defensive option available in the book, but its usefulness is more situational than other options. The Vigor of the Hill Giant allows you to increase your strength, constitution, or wisdom score by one. It also allows you to regain more hitpoints during short rests if you eat any food.

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The main benefit of this feat is that whenever you are forced to move or are knocked prone, you can use your reaction to prevent that. While this is a very handy feature in certain situations, it probably won't be beneficial in all of your combat encounters.

6 Soul Of The Storm Giant

Hall of Storm Giants (Variant) MtG Art from Adventures in the Forgotten Realms by Alex Stone

The Soul of the Storm Giant is another defensive feat that gives you some utility and control options. The feat allows you to increase your strength, constitution, or charisma score by one, making it a great option for paladins who want to round up their charisma score.

You can use a bonus action to surround yourself in an aura of lightning and thunder, giving you resistance to both those damage types and giving every enemy disadvantage on their attack rolls against you for one round. You can also halve the speed of creatures who start their turn inside your aura, giving you both defensive and crowd-control capabilities.

5 Fury Of The Frost Giant

Dungeons and Dragons: Fighting Two Frost Giants by Jesper Ejsing, via Wizards of the Coast

If you believe that the best defense is a good offense, then Fury of the Frost Giant might be the best defensive option available in Bigby presents Glory of the Giants. This feat allows you to increase your strength, constitution, or wisdom score by one and permanently gives you resistance to cold damage.

What makes this feat powerful is the reaction that it offers. Whenever a creature hits you with an attack, you can use a reaction to deal a small amount of cold damage back to them and possibly immobilize them for one round. This is especially powerful against enemies who move around a lot and disengage from your attacks, allowing you to catch up to them and hit them with some strong melee attacks.

4 Guile Of The Cloud Giant

Cloud Giant Smiling One via Wizards of the Coast

Guile of the Cloud Giant is the best feat if your character needs more mobility options. This feat allows you to increase your strength, constitution, or charisma score by one and offers a great defensive and mobility reaction.

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When an enemy hits you with an attack, you can use a reaction to gain resistance to the damage of that attack and then immediately teleport up to 30 feet, possibly putting you out of harm's way for the rest of the round.

3 Keenness Of The Stone Giant

Storm King Thunder Stone Giant Art via Wizards of the Coast

This feat offers great utility and damage options, making it one of the best options in the book. Keenness of the Stone Giant allows you to increase your strength, constitution, or wisdom score by one and give you 60 feet of dark vision or increase the range of your current dark vision by the same amount.

But the most important part of the feat is the stone throw ability. You can use a bonus action to make a ranged attack with a rock, dealing a decent amount of damage and possibly knocking your target prone. If you have a character that doesn't have many options to use as their bonus action, this would be a fantastic feat to improve your action economy.

2 Ember Of The Fire Giant

Zalto, Fire Giant Duke by Zezhou Chen

If you want an explosive and offensive ability added to your arsenal, then Ember of the Fire Giants is the feat for you. This feat increases your strength, constitution, or wisdom score by one and gives you resistance to fire damage, one of the more common damage types in the game.

But the best part of the feat is that whenever you take the attack action, you can replace one of your attacks with an explosion of magical fire, dealing damage to every creature in a decently large radius around you and possibly blinding them. If all you want is more damage, you can't go wrong with this feat.

1 Rune Shaper

Orc Runecarver by Nikki Dawes

Rune shaper is the only feat that doesn't have the prerequisite of the Strike of the Giant. But you do need to be a spell caster to use this feat. You gain the Comprehend Languages spell and cast it once a day without a spell slot. In addition, you can learn a few runes that you can apply to a piece of equipment that gives you access to certain spells. You can use your own spell slots to cast your rune's spell, or expand the rune itself and cast it without a spell slot.

There are a variety of runes to choose from that can give you access to strong spells such as Inflict Wounds, Disguise Self, Armor of Agathys, or Command. There are a total of 13 useful first-level spells to choose from, and having access to some of these spells that are not normally available to your class can be very powerful.

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