I felt like going down the list of new feats in the Expert UA doc and giving some thoughts on them.
SO THAT'S WHAT I'M GONNA DO.
Each individual feat and its nearest R5e equivalents in spoilers below. Epic Boons at the bottom for hopefully obvious reasons.
Let's go.
Ability Score Improvement
R5e Equivalent: the heccin' class feature
Lulz. ASI is now a feat. Actually has some pretty hefty connotations, since it can be selected/awarded any time your DM gives you a feat. Having ASI be a single feat everybody can gain access to instead of technically thirteen different class features that all just share the same text is a systematic improvement, and allows DMs to award an ability boost as a campaign boon thingus without having to invent a random feat for it. A subtle difference, yes, but I think it's an important - and positive - one.
Actor
R5e Equivalent: Actor
Actor didn't change much thematically, though the execution of it was changed. The Impersonation bullet drops Deception as an applicable skill for impersonating someone, which makes me wonder if this is guidance for the DM on letting people actually use Performance for something, or if it's intended that Actor be made explicitly weaker. As an already niche pick of a feat, losing Deception kinda stinks. Mimicry more-or-less works the same but has been made independent of other creatures' Insight scores; instead you make a DC 15 Performance check and get the benefits of Mimicry for one hour on a success. That...feels like a net buff, but also weird. Instead of simply mimicking stuff and having people roll to Spot the Not if they need to, you get a mother-may-I Performance roll up front. Not a super huge fan of that to be honest, I almost always prefer it when rolls are made at the moment of contention rather than at the beginning of the action. Overall, not a massive fan of this new wording, though I do appreciate the (unfortunately unsuccessful) attempt to make the feat less janky.
Athlete
R5e Equivalent: Athlete
So this one's funky. It is, for the most part, the same as R5e Athlete in that it gives you a +1 to your choice of physical stat (though this one does offer a choice of Constitution as well, which R5e Athlete does not), lets you climb without penalty, and lets you kip up from Prone with only five feet of movement. The final bullet deals with the new Jump action though, and I'm real curious whether 'The Jump Action' replaces the jumping rules found by default in the PHB or supplements them. Can you extend a regular PHB jump with The Jump Action, or is jumping now strictly an action you cannot perform with just movement? Either way, gaining advantage on The Jump Action's check is a very nice bonus. I don't like the uncertainty of it, but since the actual total rolled on the die is important, advantage is a bigger deal for The Jump Action than most. Seems like an improvement over halving the distance one needs for a running start on a jump. Overall seems like an improvement, if a relatively subtle one.
Charger
R5e Equivalent: Charger
Charger is a much different feat in 1DD UA than in R5e. All of the original Charger's text has been replaced, making the feat much more attractive overall. You gain a half-ASI, as is the case with all feats I can see of 4th level or higher, and you gain an extra ten feet of Speed on your Dash Action. Note: as written it's ambivalent ifo that's ten feet of base speed (i.e. an extra 20 feet of Dash) or simply ten extra feet of Dash total, but more speed is more speed. The second bullet is also no longer contingent on Dashing, instead simply requiring ten feet of straight-line movement prior to an attack (which mostly follows the most popular homebrew alterations of Charger, which seems to be a theme with 1DD so far). Note that the Shove effect in UA Charger does not require a save - you just dropkick somebody ten feet away. This version of the feat is a dramatic improvement to the R5e version and makes Charger a real contender for certain Warrior archetypes. Classes with access to bonus-action Dashes, i.e. rogues and (presumably) monks, gain Extra Bonus benefit but anybody can make use of the damage bonus and battlefield control. Dropkicking fools off of cliffs has never been easier.
Crossbow Expert
R5e Equivalent: Cheesebow Haxpert
Cheddarbow Exasperation gained a point of Dex that it really didn't need, but that's a new rule with Level-Gated Feats so eh. It retained the Melee Shooter ability and the Rapid Reload that allows you to Glock it up, and it acts as a Two-Weapon Fighting Style for hand crossbows. This feels egregious, but remember - the new megabuffed Light property means that the whole "offhand crossbow" thing was built into the weapon to start with now, and note: nuLight requires the 'off-hand' attack to be made with a different Light weapon. A single hand crossbow's mainhand attack no longer fulfills the condition for its own bonus action shot, you need to attack with something else. And because Colbybow Exblurgh allows you to ignore Loading but not Ammunition, the Glocksbow Expert builds are dead in the water for anything other than thri-kreen and/or artificers using Repeating Shot. The later get to do badass Cutlass and Pistol Handbow builds, and thri-kreen are busted beyond reason anyways. So...overall? Crossbow Expert actually becomes dramatically more niche and significantly lessens the emphasis on handbow exploits, while still being really cool for people that use two-handed crossbows. I approve.
Defensive Duelist
R5e Equivalent: Defensive Duelist
So one of the game's classic Meme Trap Crap Feats might actually be semi-usable now. Semi usable. The only difference is that 1DD DD (Deedee get out of my laboratory!) is that the 1DD version gives you a point of Dex as well as a Parry reaction. That...might honestly be enough for some builds if you're using a Finesse weapon already, and allows it to compete with things like Piercer for filling out an odd score. the actual Parry reaction is more powerful than people tend to give it credit for given that it has unlimited uses - you can ALWAYS Parry, and even if a single parry won't save you from an entire godawful five-blow Multiattack, there's times when you just desperately cannot allow something to land. Any damage you don't take is pressure off your team after all, and sometimes a single wiff can be the difference between narrow victory and TPK. I think the ol' scrapbucket feat may actually start seeing use in 1DD, and people will start coming around on it.
Dual Wielder
R5e Equivalent: Dual Wielder
So we've got some notable changes here. 1DD Dual Wielder gives you a one-point boost to STR or DEX, which is cool, but it removes R5e Dual Wielder's +1 to AC and R5e Dual Widler's ability to pair up two non-Light weapons. With 1DD Dual Wielder you need to have at least one Light weapon; can't do battleaxe and warhammer anymore, as one example. Rapier/dagger yes, but not Dwarven-Style Dual Wielding. Combined with the loss of the inherent +1 to AC (which could stack with other sources of AC and aided heavy armor users in gaining back some of the defense lost from ditching the shield) and the utter worthlessness of the "Draw/Stow two weapons at once" ribbon feature (point me at one single DM who doesn't let a dual wielder draw both their weapons at the start of combat), and we have a candidate for a feat that's kinda categorically worse than its R5e version.
Verdict: put back either the +1AC or the ability to wield two different non-Light weapons. Removing both of those things is unnecessary, this is already a super nichey feat that gets meme'd at. It doesn't need the double-slap nerf, especially since Dexy dual-wielders are almost certainly using light weapons in the first place and don't really care.
Durable
R5e Equivalent: Durable
Hoo boy. 1DD nuDurable has the same name as R5e Durable, but it is an entirely different beast. This is basically Wizards replacing R5e durable with the popular homebrew "Die Hard" feat; you get a point of Con, you get advantage on death saves, and you get the ability to burn a Hit Die and heal up as a bonus action. You don't get to add your Con modifier to the bonus-action healing roll, but you also get no uses/day restriction on how often you can do it (outside of needing to burn a Hit Die every time you do). To compare: OG Durable gives you the point of Con, and says "if you roll lower than your Con modifier on the Hit Dice when healing with Hit Dice during a short rest, you can use your Con modifier instead." So...you 'lose' a mostly pointless floor on how much each Hit Die is worth on a short rest, and gain the ability to defy Death itself and to patch yourself up throughout the day with your Hit Dice.
Massive win, with the sole caveat that R5e Durable had no prerequisite but 1DD Durable requires you to have a Constitution score of 13 or higher. No picking up Durable on Con-dumped characters, which shouldn't be a problem for most people interested in the feat. if you do qualify for it? Durable is a huge bonus to your survivability and a great deal more fun to use in play. Actively using your Hit Dice in combat is cool, gaining advantage on death saves and doubling your chance for that super heccin' awesome Determinator rise-from-the-grave nat 20 is cool. This is a fantastic improvement and probably one of the biggest hashmarks in the "Win' column from this document.
Elemental Adept
R5e Equivalent: Elemental Adept
This is pretty much the same feat, just with a +1 INT/CHA/WIS bolted on. You get half an ASI to whatever your casting stat is (probably), and the same ignore-Resistance and treat 1s as 2s dealie. Still kind of a butt feat, I really wish they'd just let you reroll 1s instead. Resistance is much rarer than outright immunity, which EA still doesn't do anything about. Cool that you get a bump to your casting stat, but still doesn't really make Elemental Adept exciting or helpful to take outside niche circumstances. Ho-hum.
Fighting Style Feats
R5e: Fighting Initiate (Tasha's Cauldron)
So Fighting Styles are all feats now, and if you start as a Warrior-group class (fighter, GARbarian, monk) you gain access to them from level 1. Ranger gains one for free at second level, and I presume anythihng else with a 'Fighting Style' class feature will do so when their Fighting Style comes in as well. Rangers (and presumably dingdongs) can also take Fighting Style feats on level-up despite not being Warrior classes. The various PHB fighting styles seem mostly unchanged save for Protection, which goes from imposing disadvantage on an attack to imposing a flat -2 penalty on the attack - effectively giving your ally the benefit of your shield. That's a big honkin' nerf if the attack did not have Disadvantage, and a modest buff if the attack already did. But really, what this means is that the Human Fighter Guy can start with three Fighting Styles - one from their background feat, one from being human, and one from the first level of fighter. And anybody in the Warrior group can start with a Fighting Style, even barbarians or monks that normally don't gain access to Fighting Styles. Monk no longer has to do weird junk to gain Dueling or TWFS (or Archery! Shortbow monks are cooler than you think!), GARbarian can gain Great Weapon Fighting if it wants.
Gonna call this an overall win, even if I was kinda hoping fighting styles would be made more impactful. Making them more accessible is still a plus, and some of the neat combos you can pull off with chargen-accessible fighting styles are, in fact, neat. I look forward to Archery on shortbow/dart monks, and to the nonsense that is the Triple Threat Human Fighter.
Grappler
R5e Equivalent: HAHAHAHAHAHAHA memes.
Hey! Hey, guys! Guess what? Grappler actually does shit now! You get a point of STR or DEX, you're no longer Slowed when dragging a grappled target (wooof), and you can Punchand Grab to deal damage with an unarmed strike and also Grapple with the same strike. Plus you keep the "Advantage on targets you're Grappling" bullet from OG Grappler. Combined with Tavern Brawler and the same single Unarmed attack could theoretically do damage, shove an enemy 5 feet, and Grapple it, though you'd have to have bugbear arms to make it work. Bugbears can finally live the meme:
We're starting to see the Unarmed Brute Brawler playstyle actually become valid; between Unarmed Fighting Style from TC, Tavern brawler, and now 1DD Grappler? Your face-smashing, chair-trashing, Suplex-launching Street Fighter-esque pugilist character isn't gonna need extensive homebrew anymore. The memes are coming home to roost. Luchabear is coming.
Great Weapon Master
R5e Equivalent: Gouda Weapon Muenster
Ahhhh...on this day, the Munchkins received a grim reminder. A great disturbance, as if millions of voices suddenly cried out in outrageand were suddenly silenced typing furiously on every social media service known to man. Why?
Power Attack is gone. Donezoes. Dedskies. Kaput. Or at least if the Munchkin's -5/+10 does still exist, it's in a different form, as neither of the two feats that previously featured a Power Attack retain it. Instead, GWM gains a +1 to Strength and the ability to add your proficiency bonus to the damage of a Heavy melee weapon hit once per turn. GWM also retains its previous Cleave feature, letting you make a bonus action attack after scoring a crit or reducing a critter to zero HP. I actually think it's a really good feat in this form - the Cleave is a super cool moment that lets you chew through the enemies' ranks, gaining a point of Strength helps round off odd scores, and PB to melee damage once per turn is solid, reliable, always-on bonus damage.
I'd already been tinkering with a new 'Power Strike' house rule that lets you add proficiency to your damage roll instead of your attack roll as a means of letting everybody take that same -5/+10 gamble without being as obnoxiously overtuned as the R5e Power Attack. I'll absolutely take versions of Sharpcheddar and Gouda Weapon Muenster that omit the Power Strike in exchange for better tuned abilities. Eat it, optimancers.
Heavy Armor Training
R5e Equivalent: Heavily Armored
The only difference between 1DD Heavy Armor Training and R5e Heavily Armored is you can choose to gain +1 to Constitution as well, instead of being limited to solely Strength. A very nice boost, but nothing that really needs expounding on. Even if Heavy Armor Training is drastically better than R5e Heavily Armored due to external factors...but that's for later.
Heavy Armor Master
R5e Equivalent: Heavy Armor Master (Haaaaaam!)
HAM also allows a choice between STR or CON instead of strictly +1-ing STR, and the reduction is upgraded from a flat +3 to PB, which means it scales better in late-tier play. HAM also protects against magical B/P/S, while R5e HAM specifically excludes magical weapon damage from the reduction. A solid defensive bulwark, though it's rarely going to make or break a combat. Still, all the dozens/hundreds of attacks you take over a campaign? HAM may well add up, and at least now you can use it to plug an odd Constitution score so it's a more versatile overall feat.
Inspiring Leader
R5e Equivalent: Inspiring Leader
Inspiring Leader has slowly been losing its status as a Meme Feat in the last couple of years as people wake up to the fact that it can generate a freaking ton of overall THP. The 1DD version adds the ability to bump Wisdom instead of just Charisma and adds Wisdom as an alternate prereq, but it drastically changes the actual 'Inspiring THP" thing. It's no longer a ten-minute period, and it's no longer limited to once per long rest. Instead, you give the THP at the end of any short or long rest, but the amount you give has been brutally nerfed. 2d4+PB is nowhere near as cool as level+CHA mod past Tier 1 play. Being able to give it (theoretically) more than once a day provided your DM actually lets you short rest is cool, and allows it to catch up to the R5e version, but you don't get remotely as thicc a shield from any given use. Probably worth it given the increased ease of use and the half-ASI, but I'll admit I'm gonna miss people saying "wait, how many?!" when Star gives an Inspiring Star Speech and hands out THP.
Keen Mind
R5e Equivalent: Keen Mind
Okay, I actually hate that 1DD Keen Mind has a 13+ Intelligence requirement. My circle has long used Keen Mind as a starter feat on sub-10 Int characters to indicate a character with a...well, keen mind, but one with minimal formal education or book-learning. It's been an honestly cool dynamic. Buuuuut...well. Not anymore. That said, 1DD Keen Mind completely blows up the original feat, retaining absolutely nothing from R5e Keen Mind save the +1 to Intelligence. Instead, you gain proficiency in an untrained Intelligence skill or Expertise in an INT skill you're already trained in, and you gain the ability to take The Study Action as a bonus action. I don't know how much I care for these formalized rules for shit we could already do, but eh. I really don't think this is much of anything, DMs already refuse to acknowledge Intelligence/"knowledge" skills as valid. They're sure as shit not gonna give you anything in the middle of a fight, which is the only time when being able to do The Study Action as a bonus action would matter.
Ehh. I suppose technically better than R5e Keen Mind, but I just don't really vibe on this version. Not when DMs absolutely refuse to use knowledge checks correctly in the first place.
Hooooooo boy. They rolled Light and Medium Armor Training into the same feat and made it a level 1, chargen-applicable feat. You can now make literally anything a medium armor-and-shields class from the start, no more needing an Armor Dip into cleric or fighter. Any caster can now obtain medium armor and shields with a single feat, which also dramatically lowers the feat tax for Heavy Armor Training - you can have a straight wizard with no multiclassing in heavy armor by level 4, regardless of species. Irritated that Dwarves no longer get Armor Training? Well hey - now they do again! As does anyone else who grew up in a martial culture, regardless of class! Man, I almost can't imagine the grognards letting this one stick. It's such a game changer, even if all it really does is narrow the gap between Hyper-Optimized Multiclass Dippers and 'regular' characters, and allow other characters to get in on the fun of magical armor. Want your sorcerer in glamoured studded leather and wielding a spellguard shield? Now you can, without burning half your feats on it!
Hearty approval, love the widely expanded options this decision brings in.
Mage Slayer
R5e Equivalent: Mage Slayer
Mage Slayer gains a point to STR or DX, aligning it with every other Level-Gated Feat in the book, and trades passive advantage on saves against magic from enemies you're on top of for the ability to flat-out No Sell one mental save effect per long rest. Vampire Lord tryin'a put the whammy on you? "No" - stab him in the kidney. Archlich tryin'a Hold your Person so he can monologue? "No" - stab him in the kidney. Ancient Dragon tryin'a Fearbomb the party so nobody can fight it properly while it cooks you all with godawful lizard breath? "No" - stab it in the kidney. Mage Slayer gives you one chance to ignore a supernatural creature's supernatural nonsense and get close enough to do uncouth things to its kidneys with your Uncouth Things Implement of choice, which is frankly all any properly built slayer-of-mages should need. You effectively gain a limited single-use Legendary Resistance, which is awesome. A splendid change, and one I dearly hope sticks past the grognards inevitable complaining about it.
Medium Armor Master
R5e Equivalent: Medium Armor Master
MAM trade nullifying the disadvantage on medium armor for a +1 to STR or DX. You still get the extra DX bump to medium armor, getting to go up to +3 rather than +2. If you're using MAM to patch a 15DX into a 16DX, neat. In most other circumstances the feat remains deeply mediocre, especially since it no longer lets you stealth in half-plate. yeah, technically a 16DX character in half-plate is equivalent to a Plate Armored fighter. So is a regular character with the Defense fighting style and they don't need to pump DX or wait until level 4 to do it. Just...underwhelming in general, really.
Mounted Combatant
R5e Equivalent: Mounted Combatant
A +1 to STR, DX, or WIS, which is one hell of a spread. 1DD's version keeps the Advantage against enemies smaller than your mount, though it changes from "Melee Attacks" to "Attacks against a creature with 5 feet of your mount", so close-combat spell attacks and arrows work too I guess. It also keeps Mount Evasion, though it specifies that you have to be on the mount and neither of you can be incapacitated. Which...y'know, duh, but rules lawyers so okay. The big nerf now though is that you need to burn your reaction to redirect an attack against your mount to you, instead. No more Invincible Super Horse that's absolutely invulnerable to all forms of attack so long as the iron-plated AC 25 heavy knight is on its back. That feels fair, honestly. It does mean we'll need better rules for mounts, but that was a given anyways. Overall, seems fine to me, though I also never bother fighting mounted sooooo....grain of salt.
Observant
R5e Equivalent: Observant
Yaaaay, Observant is no longer ******* stupid! No more players demanding to use their passive scores for everything because their passive score is over 30 and they feel (not without some merit, sadly) that rolling and possibly failing is dumb when their passive score is over 30! Elsewise this operates like nu-Keen Mind, giving you proficiency in an untrained Search-type skill or Expertise in a trained one and allowing you to do The Search Action as a bonus action. Unlike Keen Mind, I think this one's an interesting experiment. How often do players try and wheedle some manner of "Can I see/tell if...?" as a bonus or free action during a fight? Now DMs have an answer - do you have Observant? Sure. Do you not have Observant? No, use your action like you're supposed to. Good change overall, I'll take anything that nixes the +5 to passive scores bologna.
Polearm Master
R5e Equivalent: Polearm Muenster
So PAM got heavily nerfed, but in ways that kinda make sense. It gains a +1 STR, which is cool sure I suppose, but its reaction attack is no longer an "Attack of Opportunity" (no more interaction with Sentinel) and to get the bonus-action Butt Bonk you need to use a weapon with the Heavy and Reach properties. No more nimble PAM spear-and-shield skirmishers, which I'm honestly super sad about as I'd just gotten done building an awesome spear-and-shield skirmisher based on PAM. Still, it kinda needed the hit - PAM/Sentinel was dumb and needed to be looked at, and I can understand Wizards wanting you to have to give something up for the bonus-action bonk. The feat is still quite potent and lets you cause a lot more damage with a qualifying weapon, but it's definitely talking about warfighting heavy weapons now. No quarterstaves, no spears. Saaaadness. Ah well.
Resilient
R5e Equivalent: Resilient
Feat is identical to the R5e version. Yes, the 'No' in 'Repeateable' is important. You've never been able to take Resilient more than once, DDB treating Resilient as six different separate feats is not correct and never has been. So nothing to comment on, really. Still one of the most impactful options for plugging an odd score, especially if you're plugging DX, CN, or WS. Still boring.
Ritual Caster
R5e Equivalent: Ritual Caster
Absolutely not. No. This is a deep and heavy failure, and probably the first time I've seen anything in 1DD that provoked an instant and unremorseful "over my dead body" reaction from me. This is not Ritual Caster. I want my ritual book, Wizards. I want the ability to learn rituals as I adventure, and to become a learned master of ritual magic. I do not f@#$ing want "Magic Initiate: Find Familiar and Detect Magic" and a Quick-Casting bullet. That is not the character fantasy I am looking for when I allocate Ritual Caster. This doesn't remotely feel like a 'master of rituals' feat, and I honestly hate it. Meme at me all you want, but I just can't with this version.
Sentinel
R5e Equivalent: Sentinel
So Sentinel no longer specifies that creatures that have Sentinel don't count for the 'Guardian' bullet. You can get Sentinel on all of your Bonkliners and create a Spartan Shieldwall where every time somebody hits a shield they provoke half a dozen reaction attacks. Brutal, and absolutely delightful. Sentinel now makes for an excellent "Formation Fighting" feat and allows a pair of martial characters to coordinate their efforts in a way that makes for a better game. The reaction attack also now counts as an Attack of Opportunity regardless of what triggered it and is triggered by an enemy taking the Disengage action outright instead of the feat ignoring Disengage, which makes Sentinel noticeably better at locking people down. Plus you get a STR or DX boost. Feat was already excellent; feat is now fantastic and might honestly be a little overtuned, but **** if I don't love the tight-knit formation-fighter teamwork this version promotes.
Sharpshooter
R5e Equivalent: Sharpshooter
Mmmm. See, while I am absolutely okay with Power Attack dying an ignoble death and becoming as forgotten/meme'd at as THAC0, I dunno how I feel about trading Power Strike for "Firing in Melee." On the one hand I get it, that's very much the sort of thing a sharpshooter should be good at, but on the other hand pressing an archer in melee combat should give you an edge against that archer. Kinna ambivalent overall, as this mostly just removes a lot of the decision-making from ranged combat. 'Course, it always has, so ehh. Suppose we'll have to see how it shakes out.
Shield Master
R5e Equivalent: Shield Master
See, this is a juicy one. Shield Master benefits from the universal half-feating of everything else in the EC doc, but it bundles the Shove you used to have to burn a bonus action for into an attack during your Attack Action. Means all the attack synergy of Ye Olden Reading of Shield Master comes back and without chewing up your bonus action to boot, giving you much expanded options for battlefield control. It also more closely mimics actual HEMA/historical martial combat tactics, for those who care - the shield bash wasn't a separate motion from your attack, it was often a simultaneous action to striking with your weapon. The pseudo-Evasion bullet is still there, and overall the package is quite nice for shield users. Everything Shield Master used to do, but with streamlined action economy and just smoother overall gameplay. Well done.
Skulker
R5e Equivalent: Skulker
Man. What a bump. This is another one where they more-or-less threw out the old feat entirely and rebuilt it from the ground up. Instead of being able to ignore disadvantage from dim light, you get ten feet of blindsight (which I'm not entirely convinced is as big a Win as people no doubt think). Instead of being able to Hide while lightly obscured, you gain advantage on any Stealth checks you make to Hide in combat. You still don't reveal yourself when you whiff a ranged attack, and you get a +1DX. Having actually sunk some playtime into the original Skulker...I'll say that I'm actually of two minds about this. Losing disadvantage on perc checks in dim light meant that characters with Darkvision could see perfectly well even in total blackness (within the reach of their Darkvision), which was a legitimately cool trick for my tunnel-fighting drow paladin. Being able to hide in light obscurement also comes up more than one might think. Sure, ten feet of Blindsight and advantage on all combat Stealth checks is cool, but the 1DD version of the feat is obviously aimed purely and solely at rogues. Anybody who isn't a rogue need not apply, whilst the original had plenty of applications for nonrogues. It's much stronger from a combat perspective than it used to be, but I'm gonna miss 120 feet of "don't give me 'you don't see anything', I said I search for danger" on said Drowadin. Ah well.
Speedster
R5e Equivalent: Mobile
Oof. Mobile "Speedster" got massively nerfed. It has a steep prereq now, needing DX or CN of 13+. it no longer gives you the ability to escape an enemy un-Oppotunity'd when you hit them with a melee attack. Its speed boost only applies if you're not wearing heavy armor. Sure, it gets the same half-feating as everything else, but you're losing a lot of what made Mobile such an attractive option in the first place. Literally Mobile skirmishers that relied on the feat to allow them to flit in and out of battle get to suck eggs - if you're not a rogue, you get to eat a hundred AoOs per fight. Blugh. Still perfectly usable, just not nearly as fun and evocative as it used to be, especially as the 'Dash Over Difficult Terrain' bit may come one once per campaign or so.
Spell Sniper
R5e Equivalent: Spell Sniper
Spell Sniper gains a half-feating, the same "Firing in Melee" thing as Sharpshooter and Crossbow Expert, and trades "double spell range" for a flat +60-foot boost to any spell with an attack roll. No more memey interactions with Eldritch Spear, but ninety-foot Thorn Whips are gonna be their own memes, methinks. The thing also loses the bonus cantrip it used to grant, which really stings. Overall, kinda feels like a mostly-sidegrade minor nerf - losing the cantrip definitely sucks and the flat range boost feels weird, but half-feating is an upside and Eldritch Bonkers are gonna enjoy no more melee disadvantage. Seems to still be a very niche choice, but the people who liked it before will still like it.
War Caster
R5e Equivalent: the most over-selected, worn out, boring, and annoying feat tax in all of R5e.
War Caster gets half-feated, which makes it even more mostly-mandatory on spellcasters, but otherwise does everything it used to do. I still hate that you can't take five steps with a character sheet for a spellcaster that doesn't have War Caster without some goomba literally bursting through the walls to bellow "Y U NO WAR CASTER?!" at you, but we all knew this was here to stay. Nothing really to say about it. it's very good, and if you've played D&D for more than fifteen minutes you've probably taken it at least once. Blegh.
Weapon Training
R5e Equivalent: Weapon Master
Feat is at least functional now. Take class without martial weapons proficiency. Add martial weapons proficiency, and a +1 STR/DX. Not a lot of cases where this is going to be useful, if you're an Attack-y class you're gonna have proficiency with the things your class is meant to be attacking with. Getting martial weapons on a sorcerer doesn't do you any good, no matter how much you like Green Flame Blade. Only really there as a means of allowing a caster that loots a super spiffy magic weapon they really want to try out to burn a feat to do so, and that's gonna be a trap kinna no matter what. So...meh?
.....so this has already taken, like, three hours to write. I know I said Epic Boons at the bottom, but my fingers and brain both are tired. Epic Boons later. In the meantime, looking forward to seeing where people take umbrage, heh. And how many people post specifically to say "TL;DR", because that's always useful. Have fun, errybuddy.
it honestly looks like they just overlooked the ammunition property from crossbows. The feat written here in ODD UA sure looks like they were trying to make a dual hand crossbow build actually a thing, especially considering the buffs to light weapon action economy.
IMO, allowing the feat to also ignore the ammunition property seems like a no brainer. It will still deal less damage than a two weapon fighting and dual weapon mastery build since sharpshooter got the nerf bat.
In this current iteration, you would only be able to shoot two crossbows together on the first turn of combat, and then you'd have to drop at least one in order to reload the second one. Feels bad
I will say i am not a fan of lightly armored. I think it not only is too good but instead of opening options it narrows them as basically everyone who doesn't have those proficiencies from their class will basically feel like they need it, so it ends up being more of a feat tax. Jumping from dex for your armor to a 19 AC for one feat just becomes a requirement in builds.
For keen mind/observant I think the issue is for me the general rule of these being actions just means people wont take those actions because virtually any other option is a better use of your actions, and you should not need a feat to make a basic action functional.
Otherwise I mostly agree with your assessments with maybe a few nitpicks here and there.,
Jumping from dex for your armor to a 19 AC for one feat just becomes a requirement in builds.
How does this work?
The feat gives you light, medium and shield proficiency, the best medium armor is 15AC, shield+2, dex 14 gives +2 which the most dex you can benefit from in medium armor without another feat = 19 AC, it comes with the bonus in min max circles of only needing a starting 14 dex, leaving more for con and your primary stat. When usually if all you got is nothing or maybe a mage armor spell you may be shooting for a 16 dex. Add in the shield spell and now the wizard is one of the hardest characters to hit for one first level feat. I can pretty much guarantee every min maxer will take it. Even non min maxers will feel somewhat obligated to take it as its such a no brainier, only hard core my character would not do that types wont.
I think of them all I feel the light armor will be the one I dislike the most, give light armor and shield and leave it there. Giving just light armor feels not quite that worthwhile, giving medium as well seems too much (to me). Only other way I could see just light armor proficiency being worthwhile compared to other first level feats would be to grant either plus one dex or plus one constitution as well. One other idea could be light armor and one or two martial weapon proficiencies (one ranged, one melee). Something like what a person who had been in a militia might acquire.
I don't think it's just the grognards that will take issue with it. It is incredibly potent as even you pointed out.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Keen Mind and Observant are still pointless.You get one half of an expertise in a skill (either just proficiency, or expertise if you already have proficiency), and now you can perform an action you never bother with in combat as a bonus action.
Dual Wielder still has the benefit that all normal human beings with functioning arms have. I mean, how long do you need to train to pull two weapons out of sheathe simultaneously? Also, will it even be possible to dual wield longswords at all, or no creature in fantasy world can have this mythical power?
Durable might actually be worth taking. What a time to be alive.
Grappler is back, baby! Monks can get real nasty in close quarters. First punch is also a grab, then three more punches with advantage, then drag the poor bastard to the cliff/spikes/fire and release. Looking forward to it.
Heavy Armor Master: NANOMACHINES, SON! THEY HARDEN IN RESPONSE TO PROFICIENCY BONUS.
Lightly Armored: look, it seems like too much, but honestly, who takes a feat just for the light armor? Two feats for medium armor and shields? Casters have mage armor to substitute for light armor anyway. So it makes sense.
Medium Armor Master no longer rids you of disadvantage while sneaking, giving you an ability score increase instead. Rangers ain't gonna like it. I don't like it.
Polearm Master no longer works with sentinel due to wording. Nice, actually. Was a broken combo.
I like most of what they've done to feats, but Keen Mind, Observant, and Actor remain almost useless, or very niche at best.
Jumping from dex for your armor to a 19 AC for one feat just becomes a requirement in builds.
How does this work?
The feat gives you light, medium and shield proficiency, the best medium armor is 15AC, shield+2, dex 14 gives +2 which the most dex you can benefit from in medium armor without another feat = 19 AC, it comes with the bonus in min max circles of only needing a starting 14 dex, leaving more for con and your primary stat. When usually if all you got is nothing or maybe a mage armor spell you may be shooting for a 16 dex. Add in the shield spell and now the wizard is one of the hardest characters to hit for one first level feat. I can pretty much guarantee every min maxer will take it. Even non min maxers will feel somewhat obligated to take it as its such a no brainier, only hard core my character would not do that types wont.
I see what you're saying. I personally don't think it's that big a deal, but I also don't think it would be a problem to drop medium armor training and just include light armor training and shield training.
I am honestly happy that resilient and warcaster still work same. They were my personal favorite feats so I am pretty happy. Honestly, as an optimizer, I actually did not care too much about GWM, SS, PAM as I am often looking at Resilient and Warcaster first then looking at ASI's afterwards. Though that maybe because I preferred Gish builds.
Lightly Armored is fine. J-Craw went over it in the Feats video - everybody was already getting those proficiencies by dipping out of their class for a level anyways to grab fighter or cleric. Anybody who wanted armor was getting armor. R5e Lightly Armored giving you just light armor was never worth taking, and Moderately Armored requiring Lightly Armored or base LA training made it an unacceptable feat tax on anything but bards, rogues, or warlocks.
Spoilers: armor matters less the higher level you go. A wizard isn't starting out in half-plate and a shield, they might be able to get a chain shirt with starting funds. By the end of tier 1 or the beginning of tier 2 they might be in half-plate; by the end of Tier 2 that half-plate won't be anything to write home about. My sixteenth-level wizard's current AC is 12 and not likely to go any higher.She relies on positioning, smart play, and raw HP bulk to keep her safe (Kitty Wizzerd is thicc), and that wouldn't change no matter what she's wearing. If people want to play clothy spellcasters with no armor, they'll do that. If they want to play Soldier Wizards with armor training, they'll do that. And like I said, this also allows people who hate that dwarves no longer get their Armor Training to get back their Dwarven Armor Training, which is helpful. Which is another reason the whole "Lightly Armored is mandatory!" thing is kind of a nothingburger - people could already put their spellcasters in metal swimsuits by playing dwarves. Nobody did. So why worry about it now?
On the Dual Wielder feat, I think it should be noted how fighting with light weapons has changed.
"LIGHT [WEAPON PROPERTY] When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. You can make this extra attack only once on each of your turns"
I think this makes the dual weapon fighting still needing one light weapon make more sense because, if I read this right, you're not needing to use a bonus action anymore. This is just automatic.
Rogues getting to do two attempts for sneak attack and still being able to disengage afterwards. Rangers casting Hunters Mark and then making their primary AND offhand attacks.
With those rules in mind, having one of the weapons have to be light makes more sense.
I am starting to wonder if it wouldn't be better to scrap armor training entirely. It realy is just a feat tax for wizard and sorcerer at this point. The strength requirements for heavy is usually enough to keep most out of it and stealth penalties of medium are reasons to have light.
Also I noticed a distinct lack of feats that required expert.
I am starting to wonder if it wouldn't be better to scrap armor training entirely. It realy is just a feat tax for wizard and sorcerer at this point. The strength requirements for heavy is usually enough to keep most out of it and stealth penalties of medium are reasons to have light.
Also I noticed a distinct lack of feats that required expert.
The current UA feats that require Expert (and Warrior or Mage) are all Epic Boons.
But in general I have seen here on the boards and on other game companies boards posters having issues with wording of things so I would vote to tighten this up. For example under Observant the keen observer heading gives you skills and or expertise, to prevent any issues I would create a general term for all such gain skill or promote skill to expert. Also in this case is the reverse true just because you have proficiency in one of the 3 skills do you gain the "keen observer" "title" and "sticker" for your chest and that should have impact in your "theater of the mind" type game. Note: all types of gaming have value to their group but trying to prevent issues is important as well and sometimes I have seen rules presented on way and then a supplement comes out for another basic type of RPing. For example: basic rules and then a theater of the mind expansion.
In general doc-2 is much clearer in writing then doc -1...but there are still areas that really need to be cleaned up. I do understand that this is a playtest and a work in progress so I would hope the final product would fix many of these issues as well as add some "color/flavor" text in areas for those who need it.
we have Level 1 feats, Level 4 feats, and Level 20 feats... yet... we still get feats at levels 8, 12, 16, and 19. kinda disappointed in the lack of use of the design space personally
we have Level 1 feats, Level 4 feats, and Level 20 feats... yet... we still get feats at levels 8, 12, 16, and 19. kinda disappointed in the lack of use of the design space personally
There are other feats that come in at later levels, this is not all of the feats. Phased release of playtesting material, don't assume any one document has everything.
Given the new dual-wielding / light weapon rules & Scimitar of Speed, yet another indicator that there will be a potentially crazy amount of homebrew required for lots of pre-1DD material that is not reprinted (likely everything not core 3?). Everything should stay technically compatible, but many things will be one definition of broken or the other.
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I felt like going down the list of new feats in the Expert UA doc and giving some thoughts on them.
SO THAT'S WHAT I'M GONNA DO.
Each individual feat and its nearest R5e equivalents in spoilers below. Epic Boons at the bottom for hopefully obvious reasons.
Let's go.
Ability Score Improvement
R5e Equivalent: the heccin' class feature
Lulz. ASI is now a feat. Actually has some pretty hefty connotations, since it can be selected/awarded any time your DM gives you a feat. Having ASI be a single feat everybody can gain access to instead of technically thirteen different class features that all just share the same text is a systematic improvement, and allows DMs to award an ability boost as a campaign boon thingus without having to invent a random feat for it. A subtle difference, yes, but I think it's an important - and positive - one.
Actor
R5e Equivalent: Actor
Actor didn't change much thematically, though the execution of it was changed. The Impersonation bullet drops Deception as an applicable skill for impersonating someone, which makes me wonder if this is guidance for the DM on letting people actually use Performance for something, or if it's intended that Actor be made explicitly weaker. As an already niche pick of a feat, losing Deception kinda stinks. Mimicry more-or-less works the same but has been made independent of other creatures' Insight scores; instead you make a DC 15 Performance check and get the benefits of Mimicry for one hour on a success. That...feels like a net buff, but also weird. Instead of simply mimicking stuff and having people roll to Spot the Not if they need to, you get a mother-may-I Performance roll up front. Not a super huge fan of that to be honest, I almost always prefer it when rolls are made at the moment of contention rather than at the beginning of the action. Overall, not a massive fan of this new wording, though I do appreciate the (unfortunately unsuccessful) attempt to make the feat less janky.
Athlete
R5e Equivalent: Athlete
So this one's funky. It is, for the most part, the same as R5e Athlete in that it gives you a +1 to your choice of physical stat (though this one does offer a choice of Constitution as well, which R5e Athlete does not), lets you climb without penalty, and lets you kip up from Prone with only five feet of movement. The final bullet deals with the new Jump action though, and I'm real curious whether 'The Jump Action' replaces the jumping rules found by default in the PHB or supplements them. Can you extend a regular PHB jump with The Jump Action, or is jumping now strictly an action you cannot perform with just movement? Either way, gaining advantage on The Jump Action's check is a very nice bonus. I don't like the uncertainty of it, but since the actual total rolled on the die is important, advantage is a bigger deal for The Jump Action than most. Seems like an improvement over halving the distance one needs for a running start on a jump. Overall seems like an improvement, if a relatively subtle one.
Charger
R5e Equivalent: Charger
Charger is a much different feat in 1DD UA than in R5e. All of the original Charger's text has been replaced, making the feat much more attractive overall. You gain a half-ASI, as is the case with all feats I can see of 4th level or higher, and you gain an extra ten feet of Speed on your Dash Action. Note: as written it's ambivalent ifo that's ten feet of base speed (i.e. an extra 20 feet of Dash) or simply ten extra feet of Dash total, but more speed is more speed. The second bullet is also no longer contingent on Dashing, instead simply requiring ten feet of straight-line movement prior to an attack (which mostly follows the most popular homebrew alterations of Charger, which seems to be a theme with 1DD so far). Note that the Shove effect in UA Charger does not require a save - you just dropkick somebody ten feet away. This version of the feat is a dramatic improvement to the R5e version and makes Charger a real contender for certain Warrior archetypes. Classes with access to bonus-action Dashes, i.e. rogues and (presumably) monks, gain Extra Bonus benefit but anybody can make use of the damage bonus and battlefield control. Dropkicking fools off of cliffs has never been easier.
Crossbow Expert
R5e Equivalent: Cheesebow Haxpert
Cheddarbow Exasperation gained a point of Dex that it really didn't need, but that's a new rule with Level-Gated Feats so eh. It retained the Melee Shooter ability and the Rapid Reload that allows you to Glock it up, and it acts as a Two-Weapon Fighting Style for hand crossbows. This feels egregious, but remember - the new megabuffed Light property means that the whole "offhand crossbow" thing was built into the weapon to start with now, and note: nuLight requires the 'off-hand' attack to be made with a different Light weapon. A single hand crossbow's mainhand attack no longer fulfills the condition for its own bonus action shot, you need to attack with something else. And because Colbybow Exblurgh allows you to ignore Loading but not Ammunition, the Glocksbow Expert builds are dead in the water for anything other than thri-kreen and/or artificers using Repeating Shot. The later get to do badass Cutlass and
PistolHandbow builds, and thri-kreen are busted beyond reason anyways. So...overall? Crossbow Expert actually becomes dramatically more niche and significantly lessens the emphasis on handbow exploits, while still being really cool for people that use two-handed crossbows. I approve.Defensive Duelist
R5e Equivalent: Defensive Duelist
So one of the game's classic Meme Trap Crap Feats might actually be semi-usable now. Semi usable. The only difference is that 1DD DD (Deedee get out of my laboratory!) is that the 1DD version gives you a point of Dex as well as a Parry reaction. That...might honestly be enough for some builds if you're using a Finesse weapon already, and allows it to compete with things like Piercer for filling out an odd score. the actual Parry reaction is more powerful than people tend to give it credit for given that it has unlimited uses - you can ALWAYS Parry, and even if a single parry won't save you from an entire godawful five-blow Multiattack, there's times when you just desperately cannot allow something to land. Any damage you don't take is pressure off your team after all, and sometimes a single wiff can be the difference between narrow victory and TPK. I think the ol' scrapbucket feat may actually start seeing use in 1DD, and people will start coming around on it.
Dual Wielder
R5e Equivalent: Dual Wielder
So we've got some notable changes here. 1DD Dual Wielder gives you a one-point boost to STR or DEX, which is cool, but it removes R5e Dual Wielder's +1 to AC and R5e Dual Widler's ability to pair up two non-Light weapons. With 1DD Dual Wielder you need to have at least one Light weapon; can't do battleaxe and warhammer anymore, as one example. Rapier/dagger yes, but not Dwarven-Style Dual Wielding. Combined with the loss of the inherent +1 to AC (which could stack with other sources of AC and aided heavy armor users in gaining back some of the defense lost from ditching the shield) and the utter worthlessness of the "Draw/Stow two weapons at once" ribbon feature (point me at one single DM who doesn't let a dual wielder draw both their weapons at the start of combat), and we have a candidate for a feat that's kinda categorically worse than its R5e version.
Verdict: put back either the +1AC or the ability to wield two different non-Light weapons. Removing both of those things is unnecessary, this is already a super nichey feat that gets meme'd at. It doesn't need the double-slap nerf, especially since Dexy dual-wielders are almost certainly using light weapons in the first place and don't really care.
Durable
R5e Equivalent: Durable
Hoo boy. 1DD nuDurable has the same name as R5e Durable, but it is an entirely different beast. This is basically Wizards replacing R5e durable with the popular homebrew "Die Hard" feat; you get a point of Con, you get advantage on death saves, and you get the ability to burn a Hit Die and heal up as a bonus action. You don't get to add your Con modifier to the bonus-action healing roll, but you also get no uses/day restriction on how often you can do it (outside of needing to burn a Hit Die every time you do). To compare: OG Durable gives you the point of Con, and says "if you roll lower than your Con modifier on the Hit Dice when healing with Hit Dice during a short rest, you can use your Con modifier instead." So...you 'lose' a mostly pointless floor on how much each Hit Die is worth on a short rest, and gain the ability to defy Death itself and to patch yourself up throughout the day with your Hit Dice.
Massive win, with the sole caveat that R5e Durable had no prerequisite but 1DD Durable requires you to have a Constitution score of 13 or higher. No picking up Durable on Con-dumped characters, which shouldn't be a problem for most people interested in the feat. if you do qualify for it? Durable is a huge bonus to your survivability and a great deal more fun to use in play. Actively using your Hit Dice in combat is cool, gaining advantage on death saves and doubling your chance for that super heccin' awesome Determinator rise-from-the-grave nat 20 is cool. This is a fantastic improvement and probably one of the biggest hashmarks in the "Win' column from this document.
Elemental Adept
R5e Equivalent: Elemental Adept
This is pretty much the same feat, just with a +1 INT/CHA/WIS bolted on. You get half an ASI to whatever your casting stat is (probably), and the same ignore-Resistance and treat 1s as 2s dealie. Still kind of a butt feat, I really wish they'd just let you reroll 1s instead. Resistance is much rarer than outright immunity, which EA still doesn't do anything about. Cool that you get a bump to your casting stat, but still doesn't really make Elemental Adept exciting or helpful to take outside niche circumstances. Ho-hum.
Fighting Style Feats
R5e: Fighting Initiate (Tasha's Cauldron)
So Fighting Styles are all feats now, and if you start as a Warrior-group class (fighter, GARbarian, monk) you gain access to them from level 1. Ranger gains one for free at second level, and I presume anythihng else with a 'Fighting Style' class feature will do so when their Fighting Style comes in as well. Rangers (and presumably dingdongs) can also take Fighting Style feats on level-up despite not being Warrior classes. The various PHB fighting styles seem mostly unchanged save for Protection, which goes from imposing disadvantage on an attack to imposing a flat -2 penalty on the attack - effectively giving your ally the benefit of your shield. That's a big honkin' nerf if the attack did not have Disadvantage, and a modest buff if the attack already did. But really, what this means is that the Human Fighter Guy can start with three Fighting Styles - one from their background feat, one from being human, and one from the first level of fighter. And anybody in the Warrior group can start with a Fighting Style, even barbarians or monks that normally don't gain access to Fighting Styles. Monk no longer has to do weird junk to gain Dueling or TWFS (or Archery! Shortbow monks are cooler than you think!), GARbarian can gain Great Weapon Fighting if it wants.
Gonna call this an overall win, even if I was kinda hoping fighting styles would be made more impactful. Making them more accessible is still a plus, and some of the neat combos you can pull off with chargen-accessible fighting styles are, in fact, neat. I look forward to Archery on shortbow/dart monks, and to the nonsense that is the Triple Threat Human Fighter.
Grappler
R5e Equivalent: HAHAHAHAHAHAHA memes.

Hey! Hey, guys! Guess what? Grappler actually does shit now! You get a point of STR or DEX, you're no longer Slowed when dragging a grappled target (wooof), and you can Punchand Grab to deal damage with an unarmed strike and also Grapple with the same strike. Plus you keep the "Advantage on targets you're Grappling" bullet from OG Grappler. Combined with Tavern Brawler and the same single Unarmed attack could theoretically do damage, shove an enemy 5 feet, and Grapple it, though you'd have to have bugbear arms to make it work. Bugbears can finally live the meme:
We're starting to see the Unarmed Brute Brawler playstyle actually become valid; between Unarmed Fighting Style from TC, Tavern brawler, and now 1DD Grappler? Your face-smashing, chair-trashing, Suplex-launching Street Fighter-esque pugilist character isn't gonna need extensive homebrew anymore. The memes are coming home to roost. Luchabear is coming.
Great Weapon Master
R5e Equivalent: Gouda Weapon Muenster
Ahhhh...on this day, the Munchkins received a grim reminder. A great disturbance, as if millions of voices suddenly cried out in outrageand were suddenly
silencedtyping furiously on every social media service known to man. Why?Power Attack is gone. Donezoes. Dedskies. Kaput. Or at least if the Munchkin's -5/+10 does still exist, it's in a different form, as neither of the two feats that previously featured a Power Attack retain it. Instead, GWM gains a +1 to Strength and the ability to add your proficiency bonus to the damage of a Heavy melee weapon hit once per turn. GWM also retains its previous Cleave feature, letting you make a bonus action attack after scoring a crit or reducing a critter to zero HP. I actually think it's a really good feat in this form - the Cleave is a super cool moment that lets you chew through the enemies' ranks, gaining a point of Strength helps round off odd scores, and PB to melee damage once per turn is solid, reliable, always-on bonus damage.
I'd already been tinkering with a new 'Power Strike' house rule that lets you add proficiency to your damage roll instead of your attack roll as a means of letting everybody take that same -5/+10 gamble without being as obnoxiously overtuned as the R5e Power Attack. I'll absolutely take versions of Sharpcheddar and Gouda Weapon Muenster that omit the Power Strike in exchange for better tuned abilities. Eat it, optimancers.
Heavy Armor Training
R5e Equivalent: Heavily Armored
The only difference between 1DD Heavy Armor Training and R5e Heavily Armored is you can choose to gain +1 to Constitution as well, instead of being limited to solely Strength. A very nice boost, but nothing that really needs expounding on. Even if Heavy Armor Training is drastically better than R5e Heavily Armored due to external factors...but that's for later.
Heavy Armor Master
R5e Equivalent: Heavy Armor Master (Haaaaaam!)
HAM also allows a choice between STR or CON instead of strictly +1-ing STR, and the reduction is upgraded from a flat +3 to PB, which means it scales better in late-tier play. HAM also protects against magical B/P/S, while R5e HAM specifically excludes magical weapon damage from the reduction. A solid defensive bulwark, though it's rarely going to make or break a combat. Still, all the dozens/hundreds of attacks you take over a campaign? HAM may well add up, and at least now you can use it to plug an odd Constitution score so it's a more versatile overall feat.
Inspiring Leader
R5e Equivalent: Inspiring Leader
Inspiring Leader has slowly been losing its status as a Meme Feat in the last couple of years as people wake up to the fact that it can generate a freaking ton of overall THP. The 1DD version adds the ability to bump Wisdom instead of just Charisma and adds Wisdom as an alternate prereq, but it drastically changes the actual 'Inspiring THP" thing. It's no longer a ten-minute period, and it's no longer limited to once per long rest. Instead, you give the THP at the end of any short or long rest, but the amount you give has been brutally nerfed. 2d4+PB is nowhere near as cool as level+CHA mod past Tier 1 play. Being able to give it (theoretically) more than once a day provided your DM actually lets you short rest is cool, and allows it to catch up to the R5e version, but you don't get remotely as thicc a shield from any given use. Probably worth it given the increased ease of use and the half-ASI, but I'll admit I'm gonna miss people saying "wait, how many?!" when Star gives an Inspiring Star Speech and hands out THP.
Keen Mind
R5e Equivalent: Keen Mind
Okay, I actually hate that 1DD Keen Mind has a 13+ Intelligence requirement. My circle has long used Keen Mind as a starter feat on sub-10 Int characters to indicate a character with a...well, keen mind, but one with minimal formal education or book-learning. It's been an honestly cool dynamic. Buuuuut...well. Not anymore. That said, 1DD Keen Mind completely blows up the original feat, retaining absolutely nothing from R5e Keen Mind save the +1 to Intelligence. Instead, you gain proficiency in an untrained Intelligence skill or Expertise in an INT skill you're already trained in, and you gain the ability to take The Study Action as a bonus action. I don't know how much I care for these formalized rules for shit we could already do, but eh. I really don't think this is much of anything, DMs already refuse to acknowledge Intelligence/"knowledge" skills as valid. They're sure as shit not gonna give you anything in the middle of a fight, which is the only time when being able to do The Study Action as a bonus action would matter.
Ehh. I suppose technically better than R5e Keen Mind, but I just don't really vibe on this version. Not when DMs absolutely refuse to use knowledge checks correctly in the first place.
Lightly Armored
R5e Equivalent(s): Lightly Armored, Moderately Armored
Hooooooo boy. They rolled Light and Medium Armor Training into the same feat and made it a level 1, chargen-applicable feat. You can now make literally anything a medium armor-and-shields class from the start, no more needing an Armor Dip into cleric or fighter. Any caster can now obtain medium armor and shields with a single feat, which also dramatically lowers the feat tax for Heavy Armor Training - you can have a straight wizard with no multiclassing in heavy armor by level 4, regardless of species. Irritated that Dwarves no longer get Armor Training? Well hey - now they do again! As does anyone else who grew up in a martial culture, regardless of class! Man, I almost can't imagine the grognards letting this one stick. It's such a game changer, even if all it really does is narrow the gap between Hyper-Optimized Multiclass Dippers and 'regular' characters, and allow other characters to get in on the fun of magical armor. Want your sorcerer in glamoured studded leather and wielding a spellguard shield? Now you can, without burning half your feats on it!
Hearty approval, love the widely expanded options this decision brings in.
Mage Slayer
R5e Equivalent: Mage Slayer
Mage Slayer gains a point to STR or DX, aligning it with every other Level-Gated Feat in the book, and trades passive advantage on saves against magic from enemies you're on top of for the ability to flat-out No Sell one mental save effect per long rest. Vampire Lord tryin'a put the whammy on you? "No" - stab him in the kidney. Archlich tryin'a Hold your Person so he can monologue? "No" - stab him in the kidney. Ancient Dragon tryin'a Fearbomb the party so nobody can fight it properly while it cooks you all with godawful lizard breath? "No" - stab it in the kidney. Mage Slayer gives you one chance to ignore a supernatural creature's supernatural nonsense and get close enough to do uncouth things to its kidneys with your Uncouth Things Implement of choice, which is frankly all any properly built slayer-of-mages should need. You effectively gain a limited single-use Legendary Resistance, which is awesome. A splendid change, and one I dearly hope sticks past the grognards inevitable complaining about it.
Medium Armor Master
R5e Equivalent: Medium Armor Master
MAM trade nullifying the disadvantage on medium armor for a +1 to STR or DX. You still get the extra DX bump to medium armor, getting to go up to +3 rather than +2. If you're using MAM to patch a 15DX into a 16DX, neat. In most other circumstances the feat remains deeply mediocre, especially since it no longer lets you stealth in half-plate. yeah, technically a 16DX character in half-plate is equivalent to a Plate Armored fighter. So is a regular character with the Defense fighting style and they don't need to pump DX or wait until level 4 to do it. Just...underwhelming in general, really.
Mounted Combatant
R5e Equivalent: Mounted Combatant
A +1 to STR, DX, or WIS, which is one hell of a spread. 1DD's version keeps the Advantage against enemies smaller than your mount, though it changes from "Melee Attacks" to "Attacks against a creature with 5 feet of your mount", so close-combat spell attacks and arrows work too I guess. It also keeps Mount Evasion, though it specifies that you have to be on the mount and neither of you can be incapacitated. Which...y'know, duh, but rules lawyers so okay. The big nerf now though is that you need to burn your reaction to redirect an attack against your mount to you, instead. No more Invincible Super Horse that's absolutely invulnerable to all forms of attack so long as the iron-plated AC 25 heavy knight is on its back. That feels fair, honestly. It does mean we'll need better rules for mounts, but that was a given anyways. Overall, seems fine to me, though I also never bother fighting mounted sooooo....grain of salt.
Observant
R5e Equivalent: Observant
Yaaaay, Observant is no longer ******* stupid! No more players demanding to use their passive scores for everything because their passive score is over 30 and they feel (not without some merit, sadly) that rolling and possibly failing is dumb when their passive score is over 30! Elsewise this operates like nu-Keen Mind, giving you proficiency in an untrained Search-type skill or Expertise in a trained one and allowing you to do The Search Action as a bonus action. Unlike Keen Mind, I think this one's an interesting experiment. How often do players try and wheedle some manner of "Can I see/tell if...?" as a bonus or free action during a fight? Now DMs have an answer - do you have Observant? Sure. Do you not have Observant? No, use your action like you're supposed to. Good change overall, I'll take anything that nixes the +5 to passive scores bologna.
Polearm Master
R5e Equivalent: Polearm Muenster
So PAM got heavily nerfed, but in ways that kinda make sense. It gains a +1 STR, which is cool sure I suppose, but its reaction attack is no longer an "Attack of Opportunity" (no more interaction with Sentinel) and to get the bonus-action Butt Bonk you need to use a weapon with the Heavy and Reach properties. No more nimble PAM spear-and-shield skirmishers, which I'm honestly super sad about as I'd just gotten done building an awesome spear-and-shield skirmisher based on PAM. Still, it kinda needed the hit - PAM/Sentinel was dumb and needed to be looked at, and I can understand Wizards wanting you to have to give something up for the bonus-action bonk. The feat is still quite potent and lets you cause a lot more damage with a qualifying weapon, but it's definitely talking about warfighting heavy weapons now. No quarterstaves, no spears. Saaaadness. Ah well.
Resilient
R5e Equivalent: Resilient
Feat is identical to the R5e version. Yes, the 'No' in 'Repeateable' is important. You've never been able to take Resilient more than once, DDB treating Resilient as six different separate feats is not correct and never has been. So nothing to comment on, really. Still one of the most impactful options for plugging an odd score, especially if you're plugging DX, CN, or WS. Still boring.
Ritual Caster
R5e Equivalent: Ritual Caster
Absolutely not. No. This is a deep and heavy failure, and probably the first time I've seen anything in 1DD that provoked an instant and unremorseful "over my dead body" reaction from me. This is not Ritual Caster. I want my ritual book, Wizards. I want the ability to learn rituals as I adventure, and to become a learned master of ritual magic. I do not f@#$ing want "Magic Initiate: Find Familiar and Detect Magic" and a Quick-Casting bullet. That is not the character fantasy I am looking for when I allocate Ritual Caster. This doesn't remotely feel like a 'master of rituals' feat, and I honestly hate it. Meme at me all you want, but I just can't with this version.
Sentinel
R5e Equivalent: Sentinel
So Sentinel no longer specifies that creatures that have Sentinel don't count for the 'Guardian' bullet. You can get Sentinel on all of your Bonkliners and create a Spartan Shieldwall where every time somebody hits a shield they provoke half a dozen reaction attacks. Brutal, and absolutely delightful. Sentinel now makes for an excellent "Formation Fighting" feat and allows a pair of martial characters to coordinate their efforts in a way that makes for a better game. The reaction attack also now counts as an Attack of Opportunity regardless of what triggered it and is triggered by an enemy taking the Disengage action outright instead of the feat ignoring Disengage, which makes Sentinel noticeably better at locking people down. Plus you get a STR or DX boost. Feat was already excellent; feat is now fantastic and might honestly be a little overtuned, but **** if I don't love the tight-knit formation-fighter teamwork this version promotes.
Sharpshooter
R5e Equivalent: Sharpshooter
Mmmm. See, while I am absolutely okay with Power Attack dying an ignoble death and becoming as forgotten/meme'd at as THAC0, I dunno how I feel about trading Power Strike for "Firing in Melee." On the one hand I get it, that's very much the sort of thing a sharpshooter should be good at, but on the other hand pressing an archer in melee combat should give you an edge against that archer. Kinna ambivalent overall, as this mostly just removes a lot of the decision-making from ranged combat. 'Course, it always has, so ehh. Suppose we'll have to see how it shakes out.
Shield Master
R5e Equivalent: Shield Master
See, this is a juicy one. Shield Master benefits from the universal half-feating of everything else in the EC doc, but it bundles the Shove you used to have to burn a bonus action for into an attack during your Attack Action. Means all the attack synergy of Ye Olden Reading of Shield Master comes back and without chewing up your bonus action to boot, giving you much expanded options for battlefield control. It also more closely mimics actual HEMA/historical martial combat tactics, for those who care - the shield bash wasn't a separate motion from your attack, it was often a simultaneous action to striking with your weapon. The pseudo-Evasion bullet is still there, and overall the package is quite nice for shield users. Everything Shield Master used to do, but with streamlined action economy and just smoother overall gameplay. Well done.
Skulker
R5e Equivalent: Skulker
Man. What a bump. This is another one where they more-or-less threw out the old feat entirely and rebuilt it from the ground up. Instead of being able to ignore disadvantage from dim light, you get ten feet of blindsight (which I'm not entirely convinced is as big a Win as people no doubt think). Instead of being able to Hide while lightly obscured, you gain advantage on any Stealth checks you make to Hide in combat. You still don't reveal yourself when you whiff a ranged attack, and you get a +1DX. Having actually sunk some playtime into the original Skulker...I'll say that I'm actually of two minds about this. Losing disadvantage on perc checks in dim light meant that characters with Darkvision could see perfectly well even in total blackness (within the reach of their Darkvision), which was a legitimately cool trick for my tunnel-fighting drow paladin. Being able to hide in light obscurement also comes up more than one might think. Sure, ten feet of Blindsight and advantage on all combat Stealth checks is cool, but the 1DD version of the feat is obviously aimed purely and solely at rogues. Anybody who isn't a rogue need not apply, whilst the original had plenty of applications for nonrogues. It's much stronger from a combat perspective than it used to be, but I'm gonna miss 120 feet of "don't give me 'you don't see anything', I said I search for danger" on said Drowadin. Ah well.
Speedster
R5e Equivalent: Mobile
Oof.
Mobile"Speedster" got massively nerfed. It has a steep prereq now, needing DX or CN of 13+. it no longer gives you the ability to escape an enemy un-Oppotunity'd when you hit them with a melee attack. Its speed boost only applies if you're not wearing heavy armor. Sure, it gets the same half-feating as everything else, but you're losing a lot of what made Mobile such an attractive option in the first place. Literally Mobile skirmishers that relied on the feat to allow them to flit in and out of battle get to suck eggs - if you're not a rogue, you get to eat a hundred AoOs per fight. Blugh. Still perfectly usable, just not nearly as fun and evocative as it used to be, especially as the 'Dash Over Difficult Terrain' bit may come one once per campaign or so.Spell Sniper
R5e Equivalent: Spell Sniper
Spell Sniper gains a half-feating, the same "Firing in Melee" thing as Sharpshooter and Crossbow Expert, and trades "double spell range" for a flat +60-foot boost to any spell with an attack roll. No more memey interactions with Eldritch Spear, but ninety-foot Thorn Whips are gonna be their own memes, methinks. The thing also loses the bonus cantrip it used to grant, which really stings. Overall, kinda feels like a mostly-sidegrade minor nerf - losing the cantrip definitely sucks and the flat range boost feels weird, but half-feating is an upside and Eldritch Bonkers are gonna enjoy no more melee disadvantage. Seems to still be a very niche choice, but the people who liked it before will still like it.
War Caster
R5e Equivalent: the most over-selected, worn out, boring, and annoying feat tax in all of R5e.
War Caster gets half-feated, which makes it even more mostly-mandatory on spellcasters, but otherwise does everything it used to do. I still hate that you can't take five steps with a character sheet for a spellcaster that doesn't have War Caster without some goomba literally bursting through the walls to bellow "Y U NO WAR CASTER?!" at you, but we all knew this was here to stay. Nothing really to say about it. it's very good, and if you've played D&D for more than fifteen minutes you've probably taken it at least once. Blegh.
Weapon Training
R5e Equivalent: Weapon Master
Feat is at least functional now. Take class without martial weapons proficiency. Add martial weapons proficiency, and a +1 STR/DX. Not a lot of cases where this is going to be useful, if you're an Attack-y class you're gonna have proficiency with the things your class is meant to be attacking with. Getting martial weapons on a sorcerer doesn't do you any good, no matter how much you like Green Flame Blade. Only really there as a means of allowing a caster that loots a super spiffy magic weapon they really want to try out to burn a feat to do so, and that's gonna be a trap kinna no matter what. So...meh?
.....so this has already taken, like, three hours to write. I know I said Epic Boons at the bottom, but my fingers and brain both are tired. Epic Boons later. In the meantime, looking forward to seeing where people take umbrage, heh. And how many people post specifically to say "TL;DR", because that's always useful. Have fun, errybuddy.
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+1 for Spaceballs
it honestly looks like they just overlooked the ammunition property from crossbows. The feat written here in ODD UA sure looks like they were trying to make a dual hand crossbow build actually a thing, especially considering the buffs to light weapon action economy.
IMO, allowing the feat to also ignore the ammunition property seems like a no brainer. It will still deal less damage than a two weapon fighting and dual weapon mastery build since sharpshooter got the nerf bat.
In this current iteration, you would only be able to shoot two crossbows together on the first turn of combat, and then you'd have to drop at least one in order to reload the second one. Feels bad
I will say i am not a fan of lightly armored. I think it not only is too good but instead of opening options it narrows them as basically everyone who doesn't have those proficiencies from their class will basically feel like they need it, so it ends up being more of a feat tax. Jumping from dex for your armor to a 19 AC for one feat just becomes a requirement in builds.
For keen mind/observant I think the issue is for me the general rule of these being actions just means people wont take those actions because virtually any other option is a better use of your actions, and you should not need a feat to make a basic action functional.
Otherwise I mostly agree with your assessments with maybe a few nitpicks here and there.,
How does this work?
"Not all those who wander are lost"
The feat gives you light, medium and shield proficiency, the best medium armor is 15AC, shield+2, dex 14 gives +2 which the most dex you can benefit from in medium armor without another feat = 19 AC, it comes with the bonus in min max circles of only needing a starting 14 dex, leaving more for con and your primary stat. When usually if all you got is nothing or maybe a mage armor spell you may be shooting for a 16 dex. Add in the shield spell and now the wizard is one of the hardest characters to hit for one first level feat. I can pretty much guarantee every min maxer will take it. Even non min maxers will feel somewhat obligated to take it as its such a no brainier, only hard core my character would not do that types wont.
I think of them all I feel the light armor will be the one I dislike the most, give light armor and shield and leave it there. Giving just light armor feels not quite that worthwhile, giving medium as well seems too much (to me). Only other way I could see just light armor proficiency being worthwhile compared to other first level feats would be to grant either plus one dex or plus one constitution as well. One other idea could be light armor and one or two martial weapon proficiencies (one ranged, one melee). Something like what a person who had been in a militia might acquire.
I don't think it's just the grognards that will take issue with it. It is incredibly potent as even you pointed out.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Keen Mind and Observant are still pointless.You get one half of an expertise in a skill (either just proficiency, or expertise if you already have proficiency), and now you can perform an action you never bother with in combat as a bonus action.
Dual Wielder still has the benefit that all normal human beings with functioning arms have. I mean, how long do you need to train to pull two weapons out of sheathe simultaneously? Also, will it even be possible to dual wield longswords at all, or no creature in fantasy world can have this mythical power?
Durable might actually be worth taking. What a time to be alive.
Grappler is back, baby! Monks can get real nasty in close quarters. First punch is also a grab, then three more punches with advantage, then drag the poor bastard to the cliff/spikes/fire and release. Looking forward to it.
Heavy Armor Master: NANOMACHINES, SON! THEY HARDEN IN RESPONSE TO PROFICIENCY BONUS.
Lightly Armored: look, it seems like too much, but honestly, who takes a feat just for the light armor? Two feats for medium armor and shields? Casters have mage armor to substitute for light armor anyway. So it makes sense.
Medium Armor Master no longer rids you of disadvantage while sneaking, giving you an ability score increase instead. Rangers ain't gonna like it. I don't like it.
Polearm Master no longer works with sentinel due to wording. Nice, actually. Was a broken combo.
I like most of what they've done to feats, but Keen Mind, Observant, and Actor remain almost useless, or very niche at best.
I see what you're saying. I personally don't think it's that big a deal, but I also don't think it would be a problem to drop medium armor training and just include light armor training and shield training.
"Not all those who wander are lost"
I am honestly happy that resilient and warcaster still work same. They were my personal favorite feats so I am pretty happy. Honestly, as an optimizer, I actually did not care too much about GWM, SS, PAM as I am often looking at Resilient and Warcaster first then looking at ASI's afterwards. Though that maybe because I preferred Gish builds.
Lightly Armored is fine. J-Craw went over it in the Feats video - everybody was already getting those proficiencies by dipping out of their class for a level anyways to grab fighter or cleric. Anybody who wanted armor was getting armor. R5e Lightly Armored giving you just light armor was never worth taking, and Moderately Armored requiring Lightly Armored or base LA training made it an unacceptable feat tax on anything but bards, rogues, or warlocks.
Spoilers: armor matters less the higher level you go. A wizard isn't starting out in half-plate and a shield, they might be able to get a chain shirt with starting funds. By the end of tier 1 or the beginning of tier 2 they might be in half-plate; by the end of Tier 2 that half-plate won't be anything to write home about. My sixteenth-level wizard's current AC is 12 and not likely to go any higher. She relies on positioning, smart play, and raw HP bulk to keep her safe (Kitty Wizzerd is thicc), and that wouldn't change no matter what she's wearing. If people want to play clothy spellcasters with no armor, they'll do that. If they want to play Soldier Wizards with armor training, they'll do that. And like I said, this also allows people who hate that dwarves no longer get their Armor Training to get back their Dwarven Armor Training, which is helpful. Which is another reason the whole "Lightly Armored is mandatory!" thing is kind of a nothingburger - people could already put their spellcasters in metal swimsuits by playing dwarves. Nobody did. So why worry about it now?
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I'm struggling to imagine my wizard having anything approaching breastplate or half plate money even moving into tier 2.
"Not all those who wander are lost"
On the Dual Wielder feat, I think it should be noted how fighting with light weapons has changed.
"LIGHT [WEAPON PROPERTY] When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. You can make this extra attack only once on each of your turns"
I think this makes the dual weapon fighting still needing one light weapon make more sense because, if I read this right, you're not needing to use a bonus action anymore. This is just automatic.
Rogues getting to do two attempts for sneak attack and still being able to disengage afterwards.
Rangers casting Hunters Mark and then making their primary AND offhand attacks.
With those rules in mind, having one of the weapons have to be light makes more sense.
I am starting to wonder if it wouldn't be better to scrap armor training entirely. It realy is just a feat tax for wizard and sorcerer at this point. The strength requirements for heavy is usually enough to keep most out of it and stealth penalties of medium are reasons to have light.
Also I noticed a distinct lack of feats that required expert.
The current UA feats that require Expert (and Warrior or Mage) are all Epic Boons.
I will post more later:
But in general I have seen here on the boards and on other game companies boards posters having issues with wording of things so I would vote to tighten this up. For example under Observant the keen observer heading gives you skills and or expertise, to prevent any issues I would create a general term for all such gain skill or promote skill to expert. Also in this case is the reverse true just because you have proficiency in one of the 3 skills do you gain the "keen observer" "title" and "sticker" for your chest and that should have impact in your "theater of the mind" type game. Note: all types of gaming have value to their group but trying to prevent issues is important as well and sometimes I have seen rules presented on way and then a supplement comes out for another basic type of RPing. For example: basic rules and then a theater of the mind expansion.
In general doc-2 is much clearer in writing then doc -1...but there are still areas that really need to be cleaned up. I do understand that this is a playtest and a work in progress so I would hope the final product would fix many of these issues as well as add some "color/flavor" text in areas for those who need it.
we have Level 1 feats, Level 4 feats, and Level 20 feats...
yet... we still get feats at levels 8, 12, 16, and 19.
kinda disappointed in the lack of use of the design space personally
There are other feats that come in at later levels, this is not all of the feats. Phased release of playtesting material, don't assume any one document has everything.
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So. Savage Attacker vs all the fighting styles. How it looking?
Given the new dual-wielding / light weapon rules & Scimitar of Speed, yet another indicator that there will be a potentially crazy amount of homebrew required for lots of pre-1DD material that is not reprinted (likely everything not core 3?). Everything should stay technically compatible, but many things will be one definition of broken or the other.