In February, the folks at D&D Beyond shared the most popular feats among their users. The favorites included entries I would expect. The top three all appeal to risk-averse players building a wide range of characters.
Ranking 4th, Sharpshooter suits fewer character types, but it proves so powerful that it rates as the worst thing in D&D.
Well past the broadly useful and the overpowered, the list includes Sentinel and Polearm Master. These potent feats suit narrow character types—often characters built with the feats in mind.
For me, the surprise comes from two powerful feats that failed to rate.
Inspiring Leader lets your group finish every rest with temporary hit points equal to your level + your Charisma modifier. It grants something close to Toughness to everyone in the party.
Healer lets you spend one use of a healer’s kit to restore 1d6 + 4 hit points, plus additional hit points equal to the creature’s maximum number of Hit Dice. A creature can only regain hit points this way once between each rest, but this still counts as the cheapest healing in the game.
Why do so few players choose these outstanding feats? Perhaps because the character taking the feat only gets a small benefit for themselves. These feats’ strength comes from lifting the whole party.