One D&D Expert Classes: Feats

Back in August, Wizards of the Coast announced their plans for One D&D, the Dungeons & Dragons system to end them all. They say One D&D is intended to be the final, penultimate system for Dungeons & Dragons, which will create all future content. It will rework the fundamental rules of D&D with new versions of the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual slated for release in 2024. The first Unearthed Arcana document featured the rules used for determining a player character’s origins and WotC says they anticipate releasing another document every 1-2 months. We just got our first look at their next batch of rules.

The second Unearthed Arcana to feature the playtest material for One D&D, titled Expert Classes, was released on September 29th, 2022. This document focuses on the rules for building a character using one of the three Expert classes, the Bard, Ranger, and Rogue. This is the second of three articles in which I’ll focus on the Feats section of it and go through the new feats and any changes that have been made to old feats featured here. You can find my review of the rest of this release in One D&D Expert Classes: Classes and Subclasses, and One D&D Expert Classes: Rules Changes.

You will spot a lot of familiar feats sporting some new info, some functioning the same way as they did, some not so much. I will include their description and point out any changes to them where it is necessary.

Epic Boons

Epic Boon of Combat Prowess

20th-Level Feat
Prerequisite: Expert or Warrior group
Repeatable: No
When you miss with a melee attack, you can hit instead. Once you use this benefit, you can’t use it again until you roll initiative.

Epic Boon of Dimensional Travel

20th-Level Feat
Prerequisite: Expert or Mage group
Repeatable: No
You can cast the Misty Step spell without expending a spell slot. Once you use this benefit,
you can’t use it again until you roll initiative or finish a short rest or a long rest.

Epic Boon of Energy Resistance

20th-Level Feat
Prerequisite: Expert or Mage group
Repeatable: No
You gain Resistance to one of the following damage types of your choice: acid, cold, fire,
lightning, necrotic, poison, psychic, radiant, or thunder.
Whenever you finish a short rest or a long rest, you can meditate and change that damage type choice.

Epic Boon of Fortitude

20th-Level Feat
Prerequisite: None
Repeatable: No
Your hit point maximum increases by 40. In addition, whenever you regain Hit Points, you
regain additional hit points equal to your Constitution modifier. You can regain these additional hit points no more than once per round.

Epic Boon of Irresistible Offense

20th-Level Feat
Prerequisite: Expert or Warrior group
Repeatable: No
The damage you deal always ignores Resistance.

Epic Boon of Luck

20th-Level Feat
Prerequisite: Expert Group
Repeatable: No
Immediately after you roll a d20 for a d20 test, you can roll a d10 and add the number rolled to the test. Once you use this benefit, you can’t use it again until you roll initiative or finish a short rest or a long rest.

Epic Boon of the Night Spirit

20th-Level Feat
Prerequisite: Expert or Mage group
Repeatable: No
While within dim light or darkness, you can become invisible as an action. You remain invisible until immediately after you take an action or a reaction.

Epic Boon of Peerless Aim

20th-Level Feat
Prerequisite: Expert or Warrior group
Repeatable: No
If you make a ranged attack against a target in range and miss, you can cause the attack to hit instead. Once you use this benefit, you can’t use it again until you roll initiative.

Epic Boon of Recovery

20th-Level Feat
Prerequisite: None
Repeatable: No
You can use a bonus action to regain a number of hit points equal to half your hit point
maximum. Once you use this benefit, you can’t use it again until you finish a long rest.
In addition, you succeed on every death saving throw that isn’t a roll of 1.

Epic Boon of Skill Proficiency

20th-Level Feat
Prerequisite: None
Repeatable: No
You gain proficiency in all skills.

Epic Boon of Speed

20th-Level Feat
Prerequisite: Expert or Warrior group
Repeatable: No
Your speed increases by 30 feet.

Epic Boon of Undetectability

20th-Level Feat
Prerequisite: Expert Group
Repeatable: No
You can’t be seen or heard by any means— magical or nonmagical—while you are hidden.

Epic Boon of the Unfettered

20th-Level Feat
Prerequisite: Expert or Warrior group
Repeatable: No
As a bonus action, you can take the disengage action, which also ends the grappled and the restrained conditions on you.

Feats

Ability Score Improvement

4th-Level Feat
Repeatable: Yes
You increase one ability score of your choice by 2, or you increase two Ability Scores of your choice by 1. You can’t increase an Ability Score above 20.

  • Works the same way any ASI does, just now presented as a feat.
  • You can also note that moving forward almost every other available feat other than an Epic Boon or a Fighting Style also includes an ASI of 1 to an ability which almost makes the traditional ASI obsolete.

Actor

4th-Level Feat
Prerequisite: Charisma 13+
Repeatable: No
Skilled at mimicry and dramatics, you gain the following benefits:
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
Impersonation. While you’re disguised as a fictional person or a real person other than
yourself, you have advantage on Charisma checks (Performance) to convince others that
you are that person.
Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound
or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

  • The other two parts of this feat are the same as they are in the original, but the Impersonation portion of this one grants advantage on Performance checks instead of both Deception and Performance checks.
  • The Mimicry portion of this version also sets a DC that you must meet to perform the mimicry instead of it being a contested check against your listener.

Athlete

4th-Level Feat
Prerequisite: Strength, Dexterity, or Constitution 13+
Repeatable: No
You have undergone extensive physical training to gain the following benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a
maximum of 20.
Climb Speed. You gain a climb speed equal to your speed.
Hop Up. When you are prone, you can right yourself with only 5 feet of movement.
Jumping. You have advantage on any ability check you make for the Jump action.

  • This offers all of the same benefits as the old one but throws Constitution into the mix for the ability score increase.
  • The jumping benefit is also worded a little differently to work with the new rules for the Jump action.

Charger

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You have trained to charge headlong into battle, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Improved Dash. When you take the Dash action, your speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one size larger than you. You can use this benefit only once on each of your turns.

  • I don’t like that all of these feats are made so much stronger now with the addition of the ability score increases, especially feats like these where they decide to make them even better on top of that.
  • You don’t get to make a bonus action attack on your turn with this version but an extra ten feet of movement on your turn is pretty beneficial.
  • The charge attack has been made immensely better since it doesn’t require you to use the Dash action and with the 1d8 bonus damage, you have the chance to deal more damage with it.

Crossbow Expert

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
Thanks to extensive practice with crossbows, you gain the following benefits:

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Ignore Loading. You ignore the loading property of crossbows.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose disadvantage on your attack rolls with crossbows.
Dual Wielding. When you make the extra attack of the light weapon property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow
that has the light property.

  • This feat functions the same as it would except they’ve finally made the distinction they should have when they first made this feat that firing in melee range doesn’t impose disadvantage for crossbows and not all ranged attacks.
  • The dual-wielding property is slightly different due to some of the new definitions of weapon properties, which are explained in One D&D Expert Classes: Rules Changes. It no longer grants the chance to attack with a crossbow as a bonus action but instead allows you to add your ability modifier to your damage when you attack as a bonus action with a crossbow. It’s basically two-weapon fighting for crossbows.

Defensive Duelist

4th-Level Feat
Prerequisite: Dexterity 13+
Repeatable: No
You’ve learned to deftly parry attacks, granting you the following benefits:
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Parry. If you are holding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your armor class for that attack, potentially causing the attack to miss you.

  • This feat functions the same as the original with the addition of an ASI and has a requirement of 4th-level.

Dual Wielder

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You master fighting with two weapons, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Enhanced Dual Wielding. When you are holding a weapon with the light property in
one hand, you can treat a non-light weapon in your other hand as if it had the light property, provided that the weapon lacks the two-handed property.
Quick Draw. You can draw or stow two weapons that lack the two-handed property when you would normally be able to draw or stow only one.

  • This feat now only allows you to hold one weapon that doesn’t have the light property instead of two.
  • This version has also removed the +1 bonus to AC while you wield two melee weapons.

Durable

4th-Level Feat
Prerequisite: Constitution 13+
Repeatable: No
Hardy and resilient, you gain the following benefits:

Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
Defy Death. You have advantage on death saving throws.
Speedy Recovery. As a bonus action, you can expend one of your Hit Dice, roll the die, and regain a number of hit points equal to the roll.

  • Durable no longer increases the minimum amount of hit points you can recover from a hit die but instead grants you advantage on death saving throws and the option to heal yourself with a hit die as a bonus action.
  • This feat has also been updated with a requirement of 4th-level and the prerequisite of having a Constitution score that is 13 or higher.

Elemental Adept

4th-Level Feat
Prerequisite: Spellcasting or Pact Magic feature
Repeatable: Yes, but you must choose a different damage type each time for Energy Mastery
In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Energy Mastery. Choose one of the following damage types: acid, cold, fire, lightning, or
thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

  • This feat functions the same as the original with the addition of an ASI and has a requirement of 4th-level.

Grappler

4th-Level Feat
Prerequisite: Strength or Dexterity 13+
Repeatable: No
You’re an accomplished wrestler, granting you the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Attack Advantage. You have advantage on attack rolls against a creature grappled by
you.
Fast Wrestler. You aren’t slowed when you move a creature grappled by you, provided the creature is your size or smaller.
Punch and Grab. When you hit a creature with an unarmed strike as part of the attack action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

  • Because of the new rules for unarmed strikes and grappling, which are explained in One D&D Expert Classes: Rules Changes, this feat was clearly going to be rewritten and the first thing to go was the option to pin an enemy with a grapple check since WotC has for some reason decided that contested rolls aren’t a good idea anymore.
  • The feat still offers its Attack Advantage but also allows you to move at full speed as long as you aren’t grappling something bigger than you.
  • With Punch and Grab you are also now able to deal damage as you grapple your opponent.

Great Weapon Master

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Cleave. Immediately after you score a critical hit with a melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a bonus action.
Heavy Weapon Mastery. When you hit a creature with a heavy weapon as part of the attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.

  • With the addition of ASIs into every feat this one was poised to become one of the most powerful feats in the game until they crippled its Heavy Weapon Mastery ability. You no longer have to take a penalty to your attack to deal extra damage, but you can only do it once per turn and your proficiency bonus is never going to be as good as an extra 10 damage.

Heavily Armored

4th-Level Feat
Prerequisite: Medium Armor Training
Repeatable: No
You have trained to use heavy armor effectively, gaining the following benefits:

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
Armor Training. You gain Heavy Armor Training.

  • Essentially the same feat as the original, but they have added the option to increase your Constitution score instead of your Strength. Maybe they are trying for more variety but it feels weird considering heavy armor has a Strength requirement to wear.

Heavy Armor Master

4th-Level Feat
Prerequisite: Heavy Armor Training
Repeatable: No
You can use your Heavy Armor to deflect strikes, granting you the following benefits:

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
Damage Reduction. When you’re hit by an attack while you’re wearing heavy armor, any
bludgeoning, piercing, or slashing damage dealt to you by that attack is reduced by an amount equal to your proficiency bonus.

  • This is one instance where the switch to a proficiency bonus is good as in this case it will allow you to reduce more damage as you reach higher levels.
  • This feat has also added Constitution as an ASI option, so maybe they are going to allow Constitution to come into play for heavy armor users.

Inspiring Leader

4th-Level Feat
Prerequisite: Wisdom or Charisma 13+
Repeatable: No
You are adept at encouraging others, granting you the following benefits:

Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.
Encouraging Performance. At the end of a short rest or a long rest, you can give an
inspiring performance: a speech, a song, or a dance. When you do so, choose up to six
friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain temporary hit points equal to 2d4 + your
proficiency bonus.

  • They have added Wisdom as an option for the prerequisite and in the added ASI.
  • The main benefit of this feat has taken a serious hit. It may allow a character to provide more temporary hit points sooner, but it plateaus much sooner. This feat can only provide a maximum of 14 temporary hit points while the original can start doing that around 10th level and it increases every level after that. Just another thing that shows WotC tends to favor lower-level play.

Keen Mind

4th-Level Feat
Prerequisite: Intelligence 13+
Repeatable: No
You have trained to rapidly recall or discover vital details, granting you the following benefits:

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen skill, you gain proficiency in it, and if you have proficiency in it, you gain expertise in it.
Quick Study. You can take the study action as a bonus action.

  • This feat has seen a complete reworking due to a new action that is being introduced, Study, which is explained in One D&D Expert Classes: Rules Changes. This used to just let you automatically recall certain information but now it gives you proficiency or expertise in one skill and allows you to take the Study action as a bonus action. The Study action will be detailed in the section about the Rules Glossary.

Lightly Armored

1st-Level Feat
Prerequisite: None
Repeatable: No
You gain the following armor training: light armor, medium armor, and shield.

  • This is the only feat in these new rules that don’t grant an ASI even though its original version allowed you to increase your Strength or your Dexterity.
  • It offers much more in armor training as the original only granted light armor training.

Mage Slayer

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You have practiced techniques useful in battling magic users, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Concentration Breaker. When you damage a creature that is concentrating, it has disadvantage on the saving throw it makes to maintain concentration.
Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.

  • Mage Slayer keeps the Concentration Breaker benefit but the rest of this is all new in comparison to the original.
  • Instead of gaining advantage on saving throws against casters within 5 feet of you, you can turn a failed Intelligence, Wisdom, or Charisma saving into a success once per long rest.
  • This feat also loses the chance to use your reaction to attack someone that casts a spell within 5 feet of you.

Medium Armor Master

4th-Level Feat
Prerequisite: Medium Armor Training
Repeatable: No
You have practiced moving in medium armor to gain the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Dexterous Wearer. While you are wearing medium armor, you can add 3, rather than 2,
to your AC if you have a Dexterity score of 16 or higher.

  • The ability score increase replaces the main reason most people would have taken this feat which was not having medium armor impose disadvantage on Stealth checks. The extra armor bonus is good but also required them to add Dexterity as an ASI option because a lot of characters that are going to be wearing medium armor aren’t always inclined to have a high Dexterity.

Mounted Combatant

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You have developed a bond with your mounts, granting you the following benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
Mount Handler. You have advantage on Wisdom checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts.
Mounted Strike. While mounted, you have advantage on attack rolls against any creature
that is within 5 feet of your mount and at least one size smaller than it.
Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be incapacitated.
Veer. While mounted, you can use your reaction to force an attack that hits your mount to hit you instead.

  • This feat was always very powerful and it still functions almost the same but with the added benefit of an ASI. The ASI and four benefits are just wildly good.
  • The only difference aside from the ASI in this version is that you must use your reaction for the Veer benefit which is a good move. That ability is very good for higher-level characters that can take hits.

Observant

4th-Level Feat
Prerequisite: Intelligence or Wisdom 13+
Repeatable: No
Quick to notice details around you, you gain the following benefits:

Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If
you lack proficiency with the chosen skill, you gain proficiency in it, and if you have proficiency in it, you gain expertise in it.
Quick Search. You can take the Search action as a bonus action.

  • Another feat that has been completely reworked, and in my opinion downgraded, due to the push for introducing new mechanics.
  • You can no longer read lips if you can see a creature speak and instead can gain proficiency or expertise in one skill.
  • Instead of getting a +5 bonus to your Passive Perception, which is an awesome bonus, you can take the Search action as a bonus action. This is not an even trade-off.

Polearm Master

4th-Level Feat
Prerequisite: Proficiency with any martial weapon
Repeatable: No
You have trained extensively with pole weapons that have reach, granting you the following benefits:

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Pole Strike. Immediately after you take the attack action and attack with a weapon that
has the heavy and reach properties, you can use a bonus action to make a melee attack
with the opposite end of the weapon. The weapon’s damage die for this attack is a d4,
and it deals bludgeoning damage.
Reactive Strike. While you are holding a weapon that has the heavy and reach
properties, you can use your reaction to make one melee attack against a creature that enters the reach you have with that weapon.

  • This feat functions the same as normal with the only difference being that you must be holding weapons with specific properties instead of specific weapons.

Resilient

4th-Level Feat
Prerequisite: None
Repeatable: No
You have developed the resilience to better withstand certain dangers, granting you the
following benefits:

Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.

  • This feat functions the same as the original with the addition of a requirement of 4th-level.

Ritual Caster

4th-Level Feat
Prerequisite: Intelligence, Wisdom, or Charisma 13+
Repeatable: No
You have studied ritual magic, granting you the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Ritual Spells. Choose two 1st-level spells that have the ritual tag from the Arcane, Divine,
and Primal spell lists. You always have those two spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this Feat.
Quick Ritual. With this benefit, you can cast a ritual spell that you have prepared using its
regular casting time, rather than the extended time for a ritual. Doing so doesn’t require a
spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a long rest.

  • The first difference with this feat is that they have added Charisma to the list of possible prerequisites and it adds an ASI to it like pretty much every feat.
  • You still gain two 1st-level ritual spells but this version doesn’t involve you having them written down in a special ‘ritual book’.
  • Because they ditched the book mechanic, you no longer have the option of adding more ritual spells to your book but can now instead cast a ritual spell at its normal casting time without using a spell slot once per long rest.

Sentinel

4th-Level Feat
Prerequisite: Proficiency with any martial
weapon
Repeatable: No
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Guardian. Immediately after a creature within 5 feet of you takes the disengage action or hits a target other than you with an attack, you can make an opportunity attack against that creature.
Halt. When you hit a creature with an opportunity attack, the creature’s speed
becomes 0 for the rest of the turn.

  • Another feat that was already powerful getting an ASI added to it.
  • The Guardian ability is the same as the originals but worded differently so that the opportunity attack must be triggered after the use of the disengage action.
  • This version of the feat also removes the restriction that you can’t use the Guardian ability if the creature is attacking someone that also has the Sentinel feat.

Sharpshooter

4th-Level Feat
Prerequisite: Proficiency with any martial
weapon
Repeatable: No
You can make shots that others find impossible, granting you the following benefits:

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged attacks with weapons ignore half-cover and three-quarters cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose disadvantage on your ranged attack rolls with weapons.
Long Shots. Attacking at long range doesn’t impose disadvantage on your ranged attack
rolls with weapons.

  • Just like Great Weapon Master, this feat has taken a serious hit by removing the optional penalty to attack rolls for a + 10 bonus to damage. This feat now offers no damage bonus, at least Great Weapon Master still gets to do their proficiency bonus in damage once per turn.
  • The big damage bonus has been replaced with an increase in your Dexterity and ability to make ranged attacks within melee range. Not a great trade to me.

Shield Master

4th-Level Feat
Prerequisite: Shield Training
Repeatable: No
You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a creature within 5 feet of you as part of the attack action and hit with a melee weapon, you can immediately bash the target with your shield if it’s equipped, forcing the target to make a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, you knock the target prone or push it 5 feet away. You can use this benefit only once on each of your turns.
Interpose Shield. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw and are wielding a shield, interposing your shield between yourself and the source of the effect.

  • This version of the Shield Master feat removes the ability to add the AC bonus of your shield to Dexterity saving throws from effects that only target you and replacing it with an ASI.

Skulker

4th-Level Feat
Prerequisite: Dexterity 13+
Repeatable: No
You are an expert at slinking through shadows, granting you the following benefits:

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Blindsight. You have blindsight with a range of 10 feet.
Fog of War. Exploiting the distractions of battle, you have advantage on any Dexterity check (Stealth) you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll
doesn’t end the Hidden condition on you.

  • Instead of dim light not being able to impose disadvantage on your Perception checks, the Skulker feat now gives you blindsight with a range of 10 feet.
  • You used to be able to attempt to hide when just lightly obscured, but now you have advantage on all Stealth checks you make to hide while in combat, clearly a better upgrade.
  • The Sniper ability functions the same as it used to.

Speedster

4th-Level Feat
Prerequisite: Dexterity or Constitution 13+
Repeatable: No
You possess exceptional speed and stamina, granting you the following benefits:

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
Speed Increase. Your Speed increases by 10 feet while you aren’t wearing heavy armor.
Dash Over Difficult Terrain. When you take the dash action on your turn, difficult terrain
doesn’t cost you extra movement for the rest of that turn.

  • This is an entirely new feat that was not featured in the 2014 Player’s Handbook.

Spell Sniper

4th-Level Feat
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Bypass Cover. Your attack rolls for spells ignore half-cover and three-quarters cover.
Casting in Melee. Being within 5 feet of an enemy doesn’t impose disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and that requires you to make an attack roll, you can increase the
spell’s range by 60 feet.

  • In addition to still allowing you to Bypass Cover, with this feat being in melee range of an enemy doesn’t impose disadvantage on your spell attacks.
  • The Increased Range of this ability used to double the range of any spell instead of just increasing the range by 60 feet. This is much better for spells with shorter ranges, but not nearly as good for spells with longer ranges.
  • This feat has replaced the ability to learn an attack cantrip from almost any class list with an ASI.

War Caster

4th-Level Feat
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No
You have practiced casting spells in the midst of combat, granting you the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have advantage on Constitution saving throws that you make to
maintain your concentration.
Reactive Spell. When a creature provokes an opportunity attack from you by moving out of your reach, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the somatic components of spells even when you
have weapons or a shield in one or both hands.

  • This feat functions the same as the original with the addition of an ASI and a requirement of 4th-level.

Weapon Training

4th-Level Feat
Prerequisite: None
Repeatable: No
You have practiced extensively with a variety of weapons, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Weapon Proficiency. You gain martial weapon proficiency.

  • This feat replaces the Weapon Master feat in the PHB which gave you the same ASI and proficiency with four weapons of your choice.

Fighting Styles

Fighting Style: Archery

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
You gain a +2 bonus to attack rolls you make with ranged weapons.

Fighting Style: Defense

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
While you are wearing armor, you gain a +1 bonus to armor class.

Fighting Style: Dueling

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that melee weapon.

Fighting Style: Great Weapon Fighting

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die, and you must use the new roll. The weapon must have the two-handed or versatile property to gain this benefit.

Fighting Style: Protection

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
Immediately after a creature you can see makes an attack roll and hits a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield and impose a −2 penalty on the attack roll, potentially turning it into a miss. You must be wielding a shield to use this reaction.

Fighting Style: Two-Weapon Fighting

1st-Level Feat
Prerequisite: Warrior Group
Repeatable: No
When you make the extra attack of the light weapon property, you can add your ability modifier to the damage of the extra attack.

Summary.

  • Feats now include Fighting Styles and Epic Boons
  • Epic Boons are Feats that are chosen when a character reaches 20th level, many of which include a Class Type prerequisite.
  • Almost every original Feat in this article has changed in one way or another, some of them in good ways, many of them not.
  • The biggest changes we see to Feats is that nearly every Feat that isn’t a Fighting Style or an Epic Boon now includes an Ability Score Increase of some kind.
  • All Feats now have a level requirement and mention if they have a prerequisite or are repeatable.

If you’d like to read the full details of the Expert Classes Unearthed Arcana you find it with this link right here!

About The Author

Justin Dixon
Justin Dixonhttps://help-action.com/
Dix has been playing D&D for over 7 years and has been a professional dungeon master for about 3 years. He has been a featured author in multiple releases from Grim Press including Creatures of the Underdark and soon The Goblins of Beetle Hollow from Crumbling Keep. He has worked with the acclaimed pop-up tavern Orcs! Orcs! Orcs! He is the producer for the Help Action podcast and played Amelia Whiteheart on the live play podcast The Swordcast Adventures.

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