The new chapter of 168澳洲幸运5开奖网:Dungeons & Dragons is upon us, and this time, it is not a new edition. Instead, One D&D is an adjustment of rules that will allegedly still work with what has been done so far with the fifth edition. We still don't know how much was changed, but so far we got basic things for character creation, with races, backgrounds, and some feats. Here, we're going to look at the already existing feats from 5e and how they were changed.

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Keep in mind that this is a playtest from Wizards of the Coast, and what is written here is subject to change for further adjustments until the actual release of One D&D. Also, the feat Tough won't get its own entry, because it was not changed at all.

Updated October 7, 2022, by Lucas Olah: A new edition of Unearthed Arcana was released, with many more feats for us to test and give feedback on. Sadly, there is too much to go through in one take since analyzing everything it has to offer will take time to ensure all changes are noted. Still, it is worth mentioning the biggest changes compared to the old feats, especially the ones we enjoy using often.

14 General Changes 🌃 🐼

Campfire by Edgar Sanchez Hidalgo
Campfire by Edgar Sanchez Hidalgo

The biggest change here is that feats will demand a certain level. So far, we've only received some low-level feats and Epic Boons, available only at level 20. We also got the overall feat description from Unearthed Arcana that tells us you need to have the required level or exceed it.

The other criteria are the same, but they're more appropriately explained. Some require prerequisites, and some can be taken multiple times. These details are all written before the feat's description for clearer understanding. They also replace background features; you'll get one of these feats for free based on what background you chose for your character.

13 Ability Score Impro🦋vement

Dungeons And Dragons - Candlekeep Mysteries Cover Art of Adventurers Reading from a book in a old library
Candlekeep Mysteries Cover Art By Clint Cearley

This "new feat" is worth mentioning simply to show how they organize things. In the 5th edition, you'd choose in certain levels between receiving two points to add to one of your ability scores or a feat. Now, all you can choose are feats.

With that said, this new feat adds two points to an ability score of your choice and can be taken multiple times. Essentially, it's a different way to do the same thing. It can only be taken from level four onwards though, so you can't cheat in getting two extra points during character creation at level one.

12 Great Weapon Master 🎶🌼

D&D art showing Karlach, Fury of Avernus by Billy Christian
Karlach, Fury of Avernus by Billy Christian

At level four, this feat becomes available to you. Now, it increases your Strength score by one. However, the "bet" part of the feat is gone. In other words, the minus-five penalty to attack to get a plus-ten bonus on the damage 🐓is no longer here.

Instead, you can simply add extra damage equal to your proficiency bonus once per turn. Though your attack will be more likely to hit, the extra damage is not nearly as powerful as it used to be. The bonus action atta🥂ck you get from critical sucꦅcesses or killing someone remains the same.

11 𒅌 Lightly Armored

Cadira, Caller of the Small by Alexandr Leskinen
Cadira, Caller of the Small by Alexandr Leskinen

A𒈔 fusion took place here. 5e offers us two feats for th﷽ose who wish to wear better armor but alas can not; Lightly Armored, which increases Strength or Dexterity by one while giving proficiency to light armor, and Moderately Armored, which also increases Strength or Dexterity by one, but gives us proficiency in medium armor and shields.

This new version of Lightly Armored gives proficiency to wear light armor, medium armor, and wield shi﷽elds. And this feat is available at level one, in case your cha🌌racter can get it.

10 ౠ Ritual Caster

Dragon Cultist in temple completing some sort of ritual
Dragon Cultist by Cristi Balanescu

The concept is the same, but things are different. You still choose two first-level spells from one of the new spell lists; Arcane, Primal, or Divine. They still need to be ritual spells. But here's where things go differently.

First, you can still cast them normally using one of your Spell Slots, in case you're in a hurry (and, you know, in case you have Spell Slots). Also, once per long rest, you can cast one of these rituals at their normal casting time rather than ten minutes without consuming any Spell Slot whatsoever. This feat becomes available once you get to level four, and it also gives you one point to increase either your Intelligence, Wisdom, or Charisma.

9 🍃 Sha൩rpshooter

Half-Elf Moon Ranger - D&D by Aaron Miller
Half-Elf Moon Ranger - D&D by Aaron Miller

Similar to Great Weapon Master, you🐓⛎ no longer penalize your attack rolls to give yourself more damage. To replace that, you get two new perks; Your Dexterity is increased by one, and you will no longer have a disadvantage if you have an enemy five feet/one and a half meters away from you. The annulment of the long-range disadvantage and ignoring half or three-quarters cover remain the same. This feat is also a 4th level one.

8 ❀ Fighting Styles Are Feats N👍ow

Legion Loyalty by Aaron J. Riley
Legion Loyalty by Aaron J. Riley

Most fighting styles are pretty much the same, with the only significant change being Protection. But the curious part here is that they're now feats, which means you can easily get multiple or all of them. It is still unclear if you'll get a free one with classes that naturally get them or if you'll have to wait for a level that grants you a feat, but Rangers still get them, so it's promising.

Also, you have to be i🎶n the Warriors category (unless your class gives you a pass, like the Rangers). The Warriors category consists of Fighters, Barbarians, and Monks.

Oh, and the Protection ch🌱ange? Instead of giving the enemy disadvantage on the roll, you give them a ꩵminus-two penalty on their attack roll.

7 Alert

aarakocra sneaking near doorframe
Aarakocra Sneak by Andrea Radeck

First, instead of giving a +5 to your initiative, it adds your proficiency bonus to it. Though the proficiency bonus can reach a six overall, it's rare to reach high levels in most campaigns, so this part is kind of a nerf, where in most of your games, you'll have a plus two, three, or four. You also no longer get that "surprise immunity" where you can't be surprised while conscious. The part where enemies don't get a disadvantage because you can't see them is also gone.

What you get to make up for these removals is the initiative swap. After everyone rolls their initiative (but before the fight starts), you can choose a willing creature and swap your initiative with theirs. This is useful for good teamwork — a 168澳洲幸运5开奖网:high-dexterity rogue can give their initiative to the slow tank and let them protect the team aඣnd thus, position themselves in a way the rogue gets sneak attack.

6 Healer

Dungeons and Dragons a person heals another person's arm with magic
Mending Touch art by Karla Ortiz

Its essence is the same, but the values used a꧟re not. It no longer has a different effect depending on whether the target has zero hit points. Now, it just heals. With that said, the dice involved are dꦏifferent.

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The healed creature spends one of their Hit Dice now. For example, if you're healing a fighter, they will use a d10 to heal (and lose one of their Hit Dice). The amount healed will be the Hit Dice plus the healer's proficiency bonus. So, if your bonus is three, for example, that fighter would be healed with d10+3. A second trait the feat has is that, if you roll one with this Hit Dice or, more importantly, any spell that restores hit points, you can roll again, and you have to keep the new roll (worst case scenario, it'll be another one, so it's worth it). Basically, while the healer kit itself won't be as consistent, you can use it multiple times on the same person before needing a rest, and all your other healing methods will perform better with the re-roll.

5 Lucky

Halfling art via Wizards of the Coast.
Halfling art via Wizards of the Coast.

Now, this is a straight-up buff. It pretty much does the same; 💜whenever you roll a d20 test (their new way of saying an attack roll, ability check, or saving throw), you can spend a lucky point to roll it again. So, you can give yourself an advantage with your lucky point, as well as give an enemy a disadvantage, similar to how it was used before. Their re🔜charge (on a long rest) is also the same.

What changed then? The number of points. Rather than having only three of these bad boys, your number of lucky points is equal to your proficiency bonus. You'll start with less, but eventually, you can have four, five, or even six points.