DnD One Level 4 Feats Guide

As more DnD One PDFs are released fleshing out what the future edition (or editions) of Dungeons & Dragons are going to look like, one of the major changes that has created a lot of conversation among the Meeples is how feats have changed from 5E to the new DnD One system that is being put together.

There are currently 30 4th-Level feats in DnD One, most of which are based around feats or mechanics that were found in The Player’s Handbook of 5th Edition, revised to work in the new system mechanics of Dungeons & Dragons One.

Let’s take a deep dive into the many feats that become available at this level so you can learn everything you need to know to pump up your next DnD One character build.

Level 4 DnD One Feats Graphic
You have plenty of options among DnD One Feats to level up your next character build!

Level 4 Feats in DnD One

DnD One has introduced the concepts of level-based feats, a major change from D&D 5th Edition. Feats are now going to be gate kept by level, which makes it incredibly important to understand what is available at every point for your character.

There were 10 First Level Feats in Dungeons & Dragons One that were available at character creation when you’re choosing class, race, background, and all the other relevant stats. There are far, far more 4th-Level feats in DnD One.

In fact, there are currently 30 4th-Level feats in DnD One, meaning that excited interest you had at character build since finally everyone had access to a First Level feat can quickly turn to overwhelm at the sheer number of options available all at once.

Don’t worry – our D&D feat expert Shane “The Corrupt Overlord” will dive into all the changes, revisions, and other changes that you need to know with every single DnD one level 4 feat.

The complete list of Level-4 feats is here, with an in-depth dive into each one further down the page. Let’s dive in!

Complete List of DnD One 4th-Level Feats:

  • Ability Score Improvement
  • Actor
  • Athlete
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Durable
  • Elemental Adept
  • Grappler Feat
  • Great Weapon Master
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Mage Slayer
  • Medium Armor Master
  • Mounted Combatant
  • Observant
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skulker
  • Speedster
  • Spell Sniper
  • War Caster
  • Weapon Training

Ability Score Improvement Feat

The Ability Score Improvement feat is one that everyone is plenty familiar with. Ability score improvements were defaults in 5E where every so many levels your character would get to improve one or two ability scores (depending on whether you went +2 or +1 & +1) or forego that improvement to take a feat if the DM allowed it.

Feats were technically optional rules…but I’ve never played in a game where they weren’t used. Changing Ability Score improvements to a repeatable feat you can take form 4th level on up is a simple way of doing that.

Now instead of making it an either/or where you can take an ability score improvement or a feat, now you just take a feat. And if you want to improve an ability score or two, you take the Ability Score Improvement feat. Makes sense to me!

What’s New?

  • Nothing other than the ability score improvement is now an actual feat, making all feats part of the base game instead of an optional rule set.

What’s Lost or Changed?

  • For all practical purposes, nothing. The mechanic of an ability score works the exact same way (with a +2 to one ability or a +1/+1 split between two abilities) it’s just now called a feat instead of being a default mechanic.

5E Mechanic Vs DnD One Feat

Mechanically they work exactly the same way with +2 to one ability score, or +1 to two ability scores.

For the full in-depth review check out our Complete DnD One Ability Score Improvement Feat Guide!

DnD One Actor Feat

The Actor feat is a very fun feat that was a bit underrated by many players in 5E and was great for both bards and a clever addition for rogues. The same holds true in the DnD One version of the Actor feat and I suspect when all the new feats are released, this will still end up on our revised Best Feats for Bards and Best Feats for Rogues list.

What’s New?

  • A Charisma score of 13 or higher is now a prerequisite for taking this feat, which was not the case in 5E.

What’s Lost or Changed?

  • The way the mimicry benefit works has changed. Instead of a contested check, now the Actor simply makes a DC 15 Charisma check and if successful they pull off a convincing acting job for one hour.

5E Feat Vs DnD One Feat

The new prerequisite isn’t a bad thing, and it in fact makes a lot of sense. This does more thoroughly put this as a bard feat and pulls it a little further away from most rogue builds, but it’s not out of reach for that creative build. Changing the Actor feat from a contested roll to see if someone believes you or not to just a moderate DC charisma check actually makes this a much, much stronger feat in DnD One and boosts it.

Because if you were rolling below a 15 in contested checks, you were losing most of them anyway. This just gives you an hour of being convincing before having to re-check, making it more effective than it otherwise would be.

Related Article: You can check out the full DnD One Actor Feat Guide for more information!

DnD One Athlete Feat

I haven’t been quiet about how much I disliked this feat in 5E, in large part because it “boosted” mechanics that basically never got used in 5E and was incredibly weak sauce compared to an ability score improvement or all but the worst feats. Even among half feats it was pretty laughable. DnD One added some changes to boost it, but did they succeed?

What’s New?

  • In addition to a +1 in either Strength or Dexterity, a player may now also pick a +1 in Constitution
  • The wording for climbing speed and standing from prone have changed but the benefits are the same

What’s Lost or Changed?

  • The never used standing jump/running jump mechanic from 5E Athlete was replaced with getting advantage on any jump action

5E Feat Vs DnD One Feat

This is definitely an improvement and one can argue that it’s a huge boost compared to the old one, but it’s still a weak feat. Using less movement to stand up from the prone position is okay, as is the improved climbing speed, but these usually aren’t that important. The +1 is okay, but if you’re going to do that, why not choose a half feat with better benefits outside of the ability score boost?

The Athlete Feat is once again one that just isn’t that good.

Related Article: You can check out the full DnD One Athlete Feat Guide for more information!

DnD One Charger Feat

The Charger feat has been particularly popular with martial barbarian, fighter, and paladin builds that like to charge right into the fray but it is a situational feat that can be powerful but isn’t always going to come into play. So how does this originally B-Grade feat compare now that it has been changed for DnD One?

What’s New?

  • Player may increase Strength or Dexterity score by +1
  • When you take the Dash action your speed improves by 10 feet for that one turn
  • Prerequisite of proficiency with at least one martial weapon (which though unlisted in 5E was needed anyway)

What’s Lost or Changed?

  • When moving 10+ feet and making a melee weapon attack the +5 bonus to attack damage is replaced with an extra 1d8 bonus to the attack damage on a hit

5E Feat Vs DnD One Feat

Most of the Charger Feat looks the same in DnD One as it did in 5th Edition, though there have been some notable buffs. Adding a +1 ability score improvement definitely brings some extra pop to this feat, and the change of a flat +5 damage to adding a 1d8 damage die is interesting. In theory this is the slightest of debuffs, however there will be times when the damage is more, and having a d8 means that damage gets doubled on a critical hit.

Overall, this is a definite buff to the feat as the DnD One version is all around stronger, more versatile, and better.

Related Article: You can check out our full One DnD Charger Feat Guide for more information!

DnD One Crossbow Expert Feat

The Crossbow Expert feat is one of those cornerstone feats that doesn’t come up often, but if you’re doing a D&D crossbow build then it is absolutely essential. This popular build feat has been a rock solid choice, and DnD One did a good job keeping all the benefits this feat gave from previous editions while adapting it to new language and mechanics.

Crossbow Expert even gained a bit of a buff to make it a touch more comparable to the old Sharpshooter feat.

What’s New?

  • A +1 increase to Dexterity score

What’s Lost or Changed?

  • Wording has changed a bit so when attacking with a one handed weapon that weapon must have the light property to then allow a bonus attack with a light crossbow

5E Feat Vs DnD One Feat

Crossbow Expert was one of the better feats in 5th Edition and was an absolute necessity for any crossbow build. The DnD One changes have mostly been wording to use the mechanics language that will be prevalent in DnD One while keeping all the benefits that this feat brought from the earlier fifth edition.

Add in a +1 to Dexterity and this makes a necessary feat even a little bit better.

Related Article: You can check out our full One DnD Crossbow Expert Feat Guide for more information!

DnD One Defensive Duelist Feat

The defensive duelist feat is a surprisingly underrated feat that scales incredibly well and gives a use to reaction, which many classes didn’t have any use for. Adding proficiency bonus to the AC to dodge an attack can make the difference between getting hit or dodging completely.

What’s New?

  • Prerequisite of a Dexterity of 13+
  • Increase your Dexterity by +1

What’s Lost or Changed?

  • Nothing

5E Feat Vs DnD One Feat

The DnD One Defensive Duelist feat is another one where an already good feat was boosted even more in DnD One. This was a reasonable boost as it wasn’t overpowering, it makes sense thematically, and makes it just a touch better to keep pace with other feats getting a similar boost.

Related Article: You can check out our full One DnD Defensive Duelist Feat Guide for more information!

DnD Dual Wielder Feat

The Dual Wielder feat was one that offered a little bit of something interesting but was mostly there for very specific builds. That said, it wasn’t a bad feat, but it also felt like something was missing. The Dual Wielder had to be re-written terminology wise because some of the mechanics (or names used for them) have clearly changed from 5th Edition to D&D One, but there are some changes that are more than surface-level.

What’s New?

  • Prerequisite of proficiency with any martial weapon
  • +1 ability score improvement to either Strength or Dexterity, player’s choice
  • Wording putting the feat in line with DnD One mechanics (light property vs one-handed property, etc)

What’s Lost or Changed?

  • There’s no longer a +1 AC while duel wielding melee weapons

5E Feat Vs DnD One Feat

Opinions are going to be mixed on this one. I feel like the +1 AC was a touch underpowered (I don’t think a +2 AC boost would have been unreasonable) so losing even that boost kind of stings because I thought it was excellent thematically. The +1 to DEX or STR is a nice little boost. Some would argue that’s a slight boost, some would say a debuff since AC is so important, most of us will agree it’s likely a wash in mostcases.

I personally think they could have kept the +1 AC with the added +1 STR/DEX and you would finally have a feat that synergizes thematically and mechanically with the Defensive Duelist feat, but this feels again like another iteration of Dual Wielder that has so much promise but just falls a little short.

Related Article: You can check out our full One DnD Dual Wielder Feat Guide for more information!

DnD One Durable Feat

Durable was one of those feats that looked great on paper, but in practicality rarely came up as being all that useful in most campaigns. This one has undergone some interesting changes with DnD One, but does it make the Durable Feat more viable for new D&D builds?

What’s New?

  • Prerequisite of a Constitution score of 13+
  • You have advantage on death saving throws

What’s Lost or Changed?

  • Instead of regaining a minimum of double your Constitution modifier when rolling a hit dice to recover hit points, that has been replaced with Speedy Recovery, which allows you to roll one of your Hit Dice as a bonus action to regain hit points equal to the dice roll.

5E Feat Vs DnD One Feat

This is a hard comparison to make. One part of the Durable Feat has had a major nerf. Another part has received a major boost. All in all, this is one where it might look close to a wash on paper, the truth is that in practice the DnD One version of the Durable feat will act as a major boost in most builds and campaigns.

The advantage on death saving throws is absolutely huge, and being able to recover some hit points in battle with a bonus action might be of limited practical use, but it will come into play more often than short rests for the majority of modern D&D campaigns, which makes it a boost over the old 5E benefit in practicality even if it doesn’t seem like it on paper.

Related Article: You can check out our full DnD One Durable Feat Guide for more information!

DnD One Elemental Adept Feat

Elemental Adept is all about those magic builds that you want focused on a singular type of magic. The traditional fire mage or thunder cleric or something weird like an acid sorcerer. This was a very niche feat among spellcasters but it made an over emphasis in one type of damage a viable build since it removed enemy resistance to that damage and treated 1’s on damage dice as 2’s.

This feat received a slight boost in DnD One.

What’s New?

  • Player can choose a +1 from Charisma, Intelligence, or Wisdom

What’s Lost or Changed?

  • Nothing

5E Feat Vs DnD One Feat

Since nothing changed other than the caster being able to get a +1 to the spellcasting ability score of their choice, it’s clear that DnD One’s version of the Elemental Adept Feat is the winner when compare to 5E.

Related Article: You can check out our full One DnD Elemental Adept Feat Guide for more information!

DnD One Grappler Feat

Grappler is an interesting feat and one that was always going to be more for flavor than building an overpowered character, but DnD One has done a good job of revising this to be more useful and to work with a few potential classes versus maybe just one. With the changes made to Tavern Brawler and other similar feats, there’s a renewed emphasis in D&D One of allowing more versatility in build options.

What’s New?

  • Add a +1 ability score to either Strength or Dexterity
  • You aren’t slowed when you move a creature you’ve grappled
  • Punch & Grab means when you hit a creature with an unarmed strike via the attack action you can both deal damage to the target and grapple it once per turn

What’s Lost or Changed?

  • Player can have 13+ in Strength or Dexterity ability score as opposed to just Strength to meet the prerequisite
  • The pin action of the Grappler Feat from 5E has been removed

5E Feat Vs DnD One Feat

There’s no question the DnD One Grappler Feat has received a major boost. Pinning down a grappled creature was way less useful than being able to move it at full speed, and a +1 to Dexterity or Strength makes sense while adding some more tangible value. The Punch & Grab option has to have some creative monk fans drooling at the possibilities.

Related Article: You can check out our full One DnD Grappler Feat Guide for more information!

DnD One Great Weapon Master Feat

The Great Weapon Master Feat is one of the giants of 5th Edition and was considered by many melee builds to be an absolute must. It’s undergone an absolute overhaul and looks very different from one edition to another. Is it still a must-take feat, or have the changes to even the most base mechanics of this feat altered so much as to make it no longer a cornerstone of melee character builds?

What’s New?

  • A +1 to Strength
  • When you score a hit you can add your proficiency bonus to damage once per turn

What’s Lost or Changed?

  • The -5 to hit/+10 damage option was removed

5E Feat Vs DnD One Feat

The mechanics on this one have changed drastically from one edition to another, and there are are many players who will prefer the simple consistent damage addition as opposed to the more gambling style of the original. A +1 Strength is a solid addition to the feat, though for DEX-based melee characters that doesn’t matter nearly as much.

I like consistency versus luck because I have terrible luck, but there’s an argument to be made for either one. It is undeniable that the mechanics have changed in a big way.

DnD One Heavily Armored Feat

A simple feat, Heavily Armored does just that: it grants proficiency/training in heavy armor. While the technical term might change from 5E to DnD One, it’s basically the same thing. A character who could only wear Medium Armor before is now able to wear heavy armor.

What’s New?

  • Nothing beyond the one change listed below

What’s Lost or Changed?

  • Player can choose a +1 Constitution versus just a +1 Strength

5E Feat Vs DnD One Feat

The DnD One version is better because the two are exactly the same with the exception that in the DnD One version you can choose a +1 ability score improvement to Constitution instead of Strength, giving more versatility with this half feat.

DnD One Heavy Armor Master Feat

It’s one thing to be able to wear heavy armor, it’s another to be a master of battle and defense while wearing heavy armor. This was a solid feat in 5th Edition and it’s one that remains very strong as a 4th-Level feat for DnD One. The adjustment here were small alterations as opposed to a massive overhaul, but those small alternations can make a huge difference for the new iteration of this feat.

What’s New?

  • None

What’s Lost or Changed?

  • Player can choose a +1 Constitution versus just a +1 Strength
  • Instead of having a damage reduction of 3 from bludgeoning, slashing, or crushing damage, a player now reduces the damage by their proficiency bonus

5E Feat Vs DnD One Feat

This was a really good boost to the heavy armor master feat. The proficiency bonus boost means you start at 2 points of damage reduction and then on your very next level up are back up to 3 points of damage reduction. Except now this scales up getting up to 6 points of damage reduction at high levels.

Add in the option to go +1 CON or +1 STR instead of just +1 STR and the added versatility can be excellent, especially if your character had an even number for the STR ability score but and odd number for the CON ability score.

DnD One Inspiring Leader Feat

Who doesn’t like an inspiring speech, dance, or performance of some kind before a big fight? The Inspiring Feat does just that, being one of the rare feats that you can plug in for a big mechanic boost in addition to the flavor of your character.

What’s New?

  • Inspiring Leader is now a half feat as players get a +1 to either Wisdom or Charisma

What’s Lost or Changed?

  • You can have Charisma OR Wisdom 13+ instead of just Charisma
  • The temporary hit points used to be your level + Charisma modifier, while it’s been changed to be 2d4 + Proficiency bonus

5E Feat Vs DnD One Feat

Discussing whether these changes are a buff or debuff is going to likely split the room. From the temporary hit point stand point the maximum at level 20 used to be 25 temporary hit points, assuming there was no special tome to put the Charisma score above 20 otherwise the number can be higher, while now the ceiling is 14 temporary hit points with a perfect roll.

That’s a pretty big drop even before considering you won’t often get a perfect roll. At lower levels this could even lead to just a 4 or 5 temporary hit point boost which isn’t much.

However the +1 to a casting stat could be a nice addition. I personally don’t think a +1 ability score improvement makes up for major downgrades of other benefits that feats bring to the table, but there are D&D players that disagree with me.

DnD One Keen Mind Feat

The Keen Mind feat is one that has a lot of passionate discussion surrounding it, in part because there are few feats that are so dependent on the DM and Campaign as Keen Mind. This is a feat that can be S-Tier or F-Tier depending on the campaign, the player, and the DM, making it one of the more interesting feats out there.

At least that was the case. Keen Mind is a feat that has undergone a complete overhaul, so what does it look like now?

What’s New?

  • A Intelligence score of 13 or more is a new prerequisite
  • Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. Gain proficiency in that skill of your choice or if you already have proficiency, then gain expertise.
  • You can take the Study Action as a bonus action instead of a full action.

What’s Lost or Changed?

  • You no longer always know which way is North
  • You no longer know the number of houses before the next sunrise or sunset
  • You can no longer accurately remember anything you have seen or heard within he past month

5E Feat Vs DnD One Feat

5E’s Keen Mind was one of the most interesting feats because of how much potential it had to be incredibly strong versus completely weak. It was a feat you had to talk to your DM about and now the only thing the same is the +1 gain to Intelligence. The changes on this feat were so different that it’s hard to believe these are the same feat!

The current iteration makes this much more a Skill Expert or Skilled type of feat which isn’t bad, it is in fact quite strong and makes it consistently so. However, it does remove the S-Tier potential that the original Keen Mind had. That said, with the ability to pick up another expertise to double a skill proficiency, chances are you won’t hear too many complaints.

DnD One Mage Slayer Feat

Martial and melees builds who have had enough of everyone gushing over the spellcasters know the Mage Slayer feat. The classic feature of using a reaction to make a melee attack when a spellcaster dares to cast a spell close to you is still there, but some notable changes have been made to this feat that boost the abilities of the melee builds that choose to use it.

What’s New?

  • +1 to Strength or Dexterity ability score, player’s choice

What’s Lost or Changed?

  • Instead of having advantage on saving throws from spells cast within 5 feet of you, now a mage slayer who fails an Intelligence, Wisdom, or Charisma saving throw can choose to succeed instead. This can be used once per long rest.

5E Feat Vs DnD One Feat

The DnD One Mage Slayer feat is the stronger version of the feat. The +1 to STR/DEX is nice but not necessarily a major game changer. That said, it thematically fits in with these builds, and the change from advantage against a spell cast within 5 feet of you and just having one automatic save is a major boost, making an already good feat even better.

DnD One Medium Armor Master Feat

Minor changes have been made to the Medium Armor feat, which still provides a much needed boost to Medium Armor which has clear problems when compared to both light and heavy armor in 5E, and presumably still has those same issues needing to be ironed out for DnD One. Both keep the +3 to AC with a DEX score of 16 or higher versus being limited to +2 to AC for DEX bonus.

What’s New?

  • Increase your ability score for STR or DEX by +1 (player’s choice)

What’s Lost or Changed?

  • Removed the trait that made medium armor masters not have disadvantage on Dexterity Stealth checks when wearing Medium Armor that imposed those (Scale Mail and Half Plate)

5E Feat Vs DnD One Feat

The difference between the two is likely negligible, and it honestly depends on other potential changes that may be introduced to armor in DnD One. Because if Scale Mail and Half Plate no longer impose disadvantage in stealth checks then the DnD One Medium Armor Master feat is clearly superior.

On the other hand the +1 ability score is nice but minimally effective, and if those types of medium armor still cause stealth disadvantage, that is a problem because Scale Mail is one of the cheapest relatively high AC at early levels that is affordable while Half Plate is the highest AC of medium armor types.

DnD One Mounted Combatant Feat

Mounted combat was something that was legendary in some older editions because of frankly how broken a well put together mounted combat character could be. Many thought the 5th Edition changes to the Mounted Combatant feat went too far in the other direction. DnD One did massive changes to the feat, some subtle, some major, and it really takes some digging to compare the two.

What’s New?

  • Official requisite of proficiency with some type of martial weapon (which in all practicality was always necessary for a mounted build anyway)
  • Ability Score Increase of STR, DEX, or WIS by +1 (player’s choice)
  • You have advantage on Animal Handling Wisdom Checks made when handling or training horses or beasts that are used as mounts

What’s Lost or Changed?

  • Previously you would have advantage on melee attacks again unmounted creatures that were smaller than your mount but that has been changed to advantage on attack rolls on any creature within 5 feet of your mount and at least one size smaller

5E Feat Vs DnD One Feat

Both versions of the feat allow you to deflect an attack aimed at your mount to hit you instead, and both still give a mount the chance to take no damage when passing a Dexterity saving throw that would usually grant half damage, and only take half damage when failing the throw would usually impose full damage.

This is a feat that saw a lot of changes but arguably got nerfed. While a +1 ability score addition is nothing to sneeze at and advantage on animal handling for horses or mounts is cool and thematically on point, the shift in how advantage works makes it less likely to take effect than it used to be, and also actually PENALIZES a player for using a lance’s extra reach by not allowing for advantage.

Not a great trade-off, IMO. While the 5E version needed fixing, DnD One’s adjustments didn’t get the job done.

DnD One Observant Feat

The Observant Feat has long been one of my favorite ones, and while the +1 to Intelligence or Wisdom still remains, a lot of other things have changed. So is it still worth it to be observant of all your surroundings or has this feat’s time passed with the movement towards DnD One replacing 5E?

That’s for the players to decide, but here’s what’s new and what’s changed.

What’s New?

  • A prerequisite ability score of 13+ for either Intelligence or Wisdom
  • You can take the search action as a bonus action
  • The DnD One version has you choose one skill from Insight, Investigation, or Perception. You gain proficiency in that skill or if you already have proficiency in the skill you gain Expertise instead.

What’s Lost or Changed?

  • The +5 to Passive Wisdom (Perception) and +5 Passive Intelligence (Investigation) has been removed from the original 5E version
  • The ability to know what a creature is saying if you can see its lips and know the language it’s speaking has also been removed from the 5th Ed version

5E Feat Vs DnD One Feat

The only thing the same is the +1 to WIS/INT. Everything else has changed and it’s a mixed bag. I loved the +5 passive perception boost which was extremely powerful, but so few players and DMs knew how to use passive perception properly that at most tables this is probably a non-change but for those of us who understand how passive perception works and used it regularly in campaigns see this for the major debuff it is.

The reading lips was also a really useful and interesting trait that was powerful. Losing this is a major bummer. The gain for searching as a bonus action just isn’t going to come into play in most campaigns. However the addition of a proficiency and/or expertise is actually quite powerful.

For some tables this will be an improvement overall to the feat, for others it’s a debuff (though not a huge one), for some it’s a buff.

How various groups debate the new Observant feat will be one of the more interesting things to watch as more gaming groups roll out.

DnD One Polearm Master Feat

Polearm Master is a straight out iconic feat in D&D, especially with min-maxers in 5E who knew the power of polearm master + sentinel (and there’s a reason that was the top of our top feat pairs article) and it is a great feat that can help a good martial build start to really do some damage when combat gets going.

The ability to take a reaction to make an attack when an enemy enters your range and the ability to immediately take a bonus attack with the blunt end of a long reach weapon both remain unchanged.

What’s New?

  • Add a +1 to Strength or Dexterity, player’s choice

What’s Lost or Changed?

  • None

5E Feat Vs DnD One Feat

DnD One’s version of the feat is basically the same as 5E’s except now Polearm Master is a half-feat that also allows a +1 STR or DEX to be added to an already rock solid feat. Why change more on a feat that was nearly perfect to begin with?

DnD One Resilient Feat

The classic feat has been given a minor tweak in DnD One, but fans will find it more or less the same as they remember from 5th Edition.

What’s New?

  • Nothing

What’s Lost or Changed?

  • The ability you take a +1 in MUST now be an ability score that you don’t have save proficiency in

5E Feat Vs DnD One Feat

Technically this is slightly more restrictive…but why would you take this feat and not use an Ability Score you don’t have save proficiency in? That would just be a waste so from a practical standpoint they are basically the same.

DnD One Ritual Caster Feat

You still learn two first level spells with the ritual tag attached to it, but beyond that a whole lot has changed with this feat from Fifth Edition D&D to its current iteration in DnD One.

What’s New?

  • Add a +1 to the casting ability score of your choice (CHA, INT, or WIS)
  • Quick Ritual – you can cast a ritual spell that you have prepared using its regular casting time instead of the extended time required for a Ritual without using a spell slot once per long rest.

What’s Lost or Changed?

  • Charisma was added to the other two casting stats as meeting the prerequisite for a 13+ to take the feat
  • The initial 2 first level spells are now picked from the magic type in DnD One versus a specific class like in 5E
  • The Ritual Spellbook that played such a big part of the feat in 5E no longer appears in the DnD One version
  • You no longer have the ability to copy other ritual spells into your ritual book
  • The spellcasting stat for casting the learned spells is the same ability score that was increased with the +1 chosen by the player

5E Feat Vs DnD One Feat

Hands down the 5E version is going to be better in the majority of campaigns. While the quick ritual is an interesting added feature, and one that is going to be gangbusters in certain situations, especially when time is an issue, that and a +1 ability score doesn’t make up for no longer having a spellbook or being able to learn new ritual spells.

For most players, with the way I’ve seen this feat used the most often, this is definitely a nerf.

DnD One Sentinel Feat

The common crime partner with the Polearm Master Feat, Sentinel has long been a powerful feat that stands on its own as an excellent choice for martial characters. The classic main stay of hitting with an opportunity attack moving a creature’s speed to 0 is still there front and center stage. The granting of an immediate opportunity attack when a creature takes a disengage action is still here as well, making this a bane to enemy rogues.

What’s New?

  • New prerequisite with proficiency with any martial weapon (which wasn’t a pre-req before but was a “duh” requirement in 5E)
  • Increase your Strength or Dexterity score by 1

What’s Lost or Changed?

  • You no longer get to use your reaction to attack a creature within 5 feat that is attacking someone other than you
  • Only creatures within 5 feet of you (no longer weapon’s reach) provoke an opportunity attack when moving away

5E Feat Vs DnD One Feat

So…these changes were ones clearly aimed at the min-maxers. By changing the wording of an enemy moving out of your range to having to be within 5 feet means that classic Polearm Master + Sentinel combo is no longer the devastatingly overpowered feat combo it was in 5th edition. A +1 to a state is nice, but considering that the ability to make extra attacks or extend this benefit to polearms is now gone, it’s a feat that is still pretty cool for fighters on the front line, but a LOT of nerfing has happened here in the details, RAW.

DnD One Sharpshooter Feat

Sharpshooter is a precision archery feat and two of the three major pillars have remained exactly the same: the ability to ignore half & three-quarters cover, and no longer firing at disadvantage when aiming at a target in the long range of a weapon

What’s New?

  • Increase your Dexterity by +1

What’s Lost or Changed?

  • Sharpshooter no longer has the -5 to hit for a +10 damage that it did in the previous editions

5E Feat Vs DnD One Feat

This feat moving from 5E to DnD One basically switched out the option to do a lot more damage for a +1 Dexterity. Major debuff, and a big ouch for this classic Ranger feat, especially considering that the Ranger class took a very long time to get a decent treatment from WOTC in 5E and now seems to be taking the brunt of this one.

DnD One Shield Master Feat

Shield Master was somewhat an underrated feat in 5E and there was more than one time during Braden’s or my campaigns at the gaming table where this made a huge difference, especially when it came to making a save they really wanted to make. So how does this classic defensive martial feat stack up after the changes made in the new DnD One system?

The ability to go from half damage on a successful DEX save to zero damage is still there and a big one.

What’s New?

  • The prerequisite of shield training (again, not much of an add, but worth noting it’s official RAW now)
  • Increase your Strength by +1

What’s Lost or Changed?

  • The Shield Bash has been improved o if the enemy doesn’t make a Strength saving throw you can shove it or knock it prone
  • You can no longer add your shield’s AC bonus to a Dexterity saving throw against a spell or harmful affect that only targets you

5E Feat Vs DnD One Feat

There were some trade-offs here but in general the slightly improved shield bash and +1 Strength probably makes up for the losing a +2 (or more with a magic shield) to the DEX save feature seeing as how most DEX saves you really want to make tend to be AOE instead of only aimed at you. So overall it’s more or less a wash with the feats being about the same with each edition’s having a little bit extra in the features compared to the other.

DnD One Skulker Feat

Still able to hide in the shadows and not give away your position even with a missed shot from a crossbow or bow, but there have been some changeouts to the Skulker feat, a longtime favorite of both rangers and, let’s face it, this is a rogue feat through and through.

What’s New?

  • Increase your Dexterity Score by +1

What’s Lost or Changed?

  • The Dim Light not imposing disadvantage on perception checks has been replaced with Blindsight to a range of 10 feet
  • The ability to try to hide from creatures when you’re lightly obscured has been replaced with advantage on DEX-Stealth checks made to hide during combat

5E Feat Vs DnD One Feat

Skulker was a good feat in 5E but it has been boosted even more for DnD One. The Blindsight is a major upgrade, even at the 10 feet limitation, and adding a +1 Dexterity score is a nice little bump especially since the two classes most likely to use it are going to be Ranger and Rogue, two DEX-based classes.

Speedster Feat

The Speedster Feat is 100% the DnD One version of the Mobile feat. So when talking about the “What’s New, What’s Lost, What’s Changed” section, we are referencing the Mobile feat from 5E. So what’s changed? Closing one obvious loophole, adding some ability score benefits to make Speedster a half feat, and taking away the ability for Monks to cancel out the Sentinel feat.

What’s New?

  • Prerequisite of Constitution or Dexterity of 13+
  • Increase your Dexterity or Constitution by 1

What’s Lost or Changed?

  • Speed increasing by 10 feet has changed to Speed increases by 10 feet as long as you don’t wear heavy armor
  • You no longer get the bonus of not provoking an opportunity attack when you make a melee attack and move away, whether you hit or not

5E Feat Vs DnD One Feat

I’m not saying this is no longer a monk feat, quite the opposite, but players who love monks will likely agree this is better as a 5E monk feat than a DnD One monk feat. Still, it’s a rock solid feat and it’s still one that goes well with monks and rangers, but man, losing that ability to not provoke opportunity attacks hurts…pending on the changes to the monk class in DnD One to make them less killable than they were as a melee fighter in 5th Ed.

DnD One Spell Sniper Feat

Sharpshooter for spell casters, as Spell Sniper has often been referred to, this feat appears again looking to boost casters that are going to focus on spells with attack rolls. The classic ignoring partial cover trait still remains the same, but there are a lot of other changes that have taken place with the new version of the classic spell sniper feat.

What’s New?

  • Prerequisite has changed from the ability to cast at least one spell to having the Spellcasting or Pact Magic feature
  • Player takes a +1 to Charisma, Intelligence, or Wisdom (player’s choice)
  • When you are within 5 feet of an enemy you don’t have disadvantage on spell-based attack rolls

What’s Lost or Changed?

  • Instead of the attack range of a spell being doubled any spell that has a range of at least 10 feet and an attack roll can now have its ranged increased up to 60 feet

5E Feat Vs DnD One Feat

You no longer gain a cantrip with an attack roll, but considering Eldritch Blast is now off the table for DnD One, this doesn’t feel like nearly as much of a loss. The change to how extended distance works is a buff for most spells with an attack roll and the +1 to a casting stat and not having disadvantage when a mage slayer build gets in your face is a huge buff.

The 5E version is stronger in a pure 5E game, but with the new DnD One magic system the DnD One version of the Spell Sniper feat will be the better option.

DnD One War Caster Feat

War Caster was one of the most important feats for wizards in 5E, and this powerful feat has stayed mostly the same with just a few minor adjustments. The advantage on Constitution-based saving throws for concentration and to cast a spell as an opportunity attack and the performing the somatic components of spells while holding weapons and shields are all still here.

What’s New?

  • Increase your Charisma, Intelligence, and Wisdom score by 1 (player’s choice)

What’s Lost or Changed?

  • The can cast one spell prerequisite has been changed to spellcasting or pact magic features

5E Feat Vs DnD One Feat

The minor changes to the prerequisite are important mechanical changes and the fact that this powerful and well thought out feat only got a little stronger with a +1 to the casting ability score of your choice means the DnD One version of War Caster is the winner between the two.

Weapon Training Feat

The Weapon Training Feat is the DnD One version of the 5E Weapon Master Feat, a

What’s New?

  • Nothing

What’s Lost or Changed?

  • Instead of gaining proficiency with four weapons of your choice, you can Martial Weapons Proficiency.

5E Feat Vs DnD One Feat

Basically the same feat but you get more weapon proficiencies. Good upgrade to the feat, though it’s still a weak feat so it’s one that’s not going to get a lot of attention.

What Will Level 8 DnD One Feats Be Like?

No one knows for sure, but we’ll be sure to cover them once they come up. The general thought is that most of the next level of feats will be those that were rolled out with Tasha’s Cauldron of Everything and includes some of my personal favorites like the Fey Touched Feat, Shadow Touched Feat, and Telekinetic Feat.

While there was some discussion on whether some form of racial feats from Xanathar’s Guide to Everything would make it to DnD One, that seems unlikely although the argument can easily be made that those are some of the only features from 5E that actually could easily translate into building a DnD One character as an option, but it’s very unlikely these will be moved forward as is in any DnD One form.

Epic Boons are the 20th-Level feats, so what ends up happening with the Tasha feats, or what brand new ones DnD One developers come up with?

Only time will tell, but considering how extremely well all the feats from Tasha’s went over with 5E fans, it makes sense that in some form they will need to appear in the future.

DnD One 4th-Level Feats, Concluded

There’s no question the bulk of the old feats that 5E players are familiar with are going to be found at 4th Level, but it’s important to study each feat as the rewrites and revisions from 5th Edition to DnD One can often be huge. Those massive differences have already shown that feats that were killer in 5E may have lost their luster while some others that were a joke in 5E suddenly have had new life breathed into them.

This 4th-Level Feat Guide has provided all the information you need to know in order to plan and build your next DnD one character with all the best feats to create the style and power you’re looking for during the next campaign.

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