TEXT: ©2020 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 2020 
  Feats 
  This document presents new feats for you to 
  playtest. A feat represents a character achieving 
  mastery in one of their capabilities or 
  discovering the ability to do something 
  completely new.  
  Playtest Material 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by full game development. 
   This material is not officially part of the game. For 
  these reasons, it is not legal in D&D Adventurers League 
  events. 
  Artificer Initiate 
   
  You’ve learned some of an artificer’s 
  inventiveness, granting you the following 
  benefits: 
  • You learn one cantrip of your choice from the 
  artificer spell list, and you learn one 1st-level 
  spell of your choice from that list. Intelligence 
  is your spellcasting ability for these spells. 
  Whenever you gain a level, you can replace one 
  of these spells with another spell of the same 
  level from the artificer spell list. 
  • You can cast this feat’s 1st-level spell without a 
  spell slot, and you must finish a long rest 
  before you can cast it in this way again. You 
  can also cast the spell using any spell slots you 
  have. 
  • You gain proficiency with one type of artisan’s 
  tools of your choice, and you can use that type 
  of tool as a spellcasting focus for any spell you 
  cast that uses Intelligence as its spellcasting 
  ability 
  Chef 
  Time and effort spent mastering the culinary 
  arts has paid off. You gain the following benefits: 
  • Increase your Constitution or Wisdom score by 
  1, to a maximum of 20. 
  • You gain proficiency with cook’s utensils if you 
  don’t already have it. 
  • As part of a short rest, you can cook special 
  food, provided you have ingredients and 
  cook’s utensils on hand. You can prepare 
  enough of this food for a number of creatures 
  equal to 4 + your proficiency bonus. At the end 
  of the short rest, any creature who eats the 
  food and spends one or more Hit Dice to regain 
  hit points regains an extra 1d8 hit points. 
  • With one hour of work or when you finish a 
  long rest, you can cook a number of treats 
  equal to your proficiency bonus. These special 
  treats last 8 hours after being made. A creature 
  can use a bonus action to eat one of those 
  treats to gain temporary hit points equal to 
  your proficiency bonus. 
  Crusher 
  You are practiced in the art of crushing your 
  enemies, granting you the following benefits: 
  • Increase your Strength or Dexterity by 1, to a 
  maximum of 20. 
  • Once per turn, when you hit a creature with an 
  attack that deals bludgeoning damage, you can 
  move it 5 feet to an unoccupied space, 
  provided the target is no more than one size 
  larger than you. 
  • When you score a critical hit that deals 
  bludgeoning damage to a creature, attack rolls 
  against that creature are made with advantage 
  until the end of your next turn. 
  Eldritch Adept  
  Prerequisite: Spellcasting or Pact Magic feature 
  Studying occult lore, you have unlocked eldritch 
  power within yourself: you learn one Eldritch 
  Invocation option of your choice from the 
  warlock class. If the invocation has a 
  prerequisite, you can choose that invocation only 
  if you’re a warlock and only if you meet the 
  prerequisite.  
   Whenever you gain a level, you can replace the 
  invocation with another one from the warlock 
  class. 
  
  ©2020 Wizards of the Coast LLC 
  2 
  Fey Touched 
  Your exposure to the Feywild or one of its 
  denizens has left a magical mark on you. You 
  gain the following benefits: 
  • Increase your Intelligence, Wisdom, or 
  Charisma score by 1, to a maximum of 20. 
  • You learn the misty step spell and one 1st-level 
  spell of your choice. The 1st-level spell must be 
  from the divination or enchantment school of 
  magic. You can cast each of these spells 
  without expending a spell slot. Once you cast 
  either of these spells in this way, you can’t cast 
  that spell in this way again until you finish a 
  long rest. You can also cast these spells using 
  spell slots you have of the appropriate level. 
  The spells’ spellcasting ability is the ability 
  increased by this feat. 
  Fighting Initiate 
   
  Prerequisite: Proficiency with a martial weapon 
  Your martial training has helped you develop a 
  particular style of fighting. As a result, you learn 
  one Fighting Style option of your choice from the 
  fighter class. If you already have a style, the one 
  you choose must be different. 
   Whenever you gain a level, you can replace 
  this feat’s fighting style with another one from 
  the fighter class that you don’t have. 
  Gunner 
  You have a quick hand and keen eye when 
  employing firearms, granting you the following 
  benefits:  
  • Increase your Dexterity score by 1, to a 
  maximum of 20. 
  • You gain proficiency with firearms (see 
  “Firearms” in the Dungeon Master’s Guide). 
  • You ignore the loading property of firearms. 
  • Being within 5 feet of a hostile creature doesn’t 
  impose disadvantage on your ranged attack 
  rolls. 
  Metamagic Adept  
  Prerequisite: Spellcasting or Pact Magic feature 
  You’ve learned how to exert your will on your 
  spells to alter how they function. You gain the 
  following benefits: 
  • You learn two Metamagic options of your 
  choice from the sorcerer class. You can use 
  only one Metamagic option on a spell when 
  you cast it, unless the option says otherwise. 
  Whenever you gain a level, you can replace one 
  of your Metamagic options with another one 
  from the sorcerer class. 
  • You gain 2 sorcery points to spend on 
  Metamagic (these points are added to any 
  sorcery points you have from another source 
  but can be used only on Metamagic). You 
  regain all spent sorcery points when you finish 
  a long rest. 
  Piercer 
  You have achieved a penetrating precision in 
  combat, granting you the following benefits: 
  • Increase your Strength or Dexterity by 1, to a 
  maximum of 20. 
  • Once per turn, when you hit a creature with an 
  attack that deals piercing damage against a 
  creature, you can reroll one of the attack’s 
  damage dice, and you must use the new roll. 
  • When you score a critical hit that deals 
  piercing damage to a creature, you can roll one 
  additional damage die when determining the 
  extra piercing damage the target takes. 
  Poisoner 
  You can prepare and deliver deadly poisons, 
  gaining the following benefits:  
  • When you make a damage roll, you ignore 
  resistance to poison damage. 
  • You can coat a weapon in poison as a bonus 
  action, instead of an action. 
  • You gain proficiency with the poisoner’s kit if 
  you don’t already have it. With one hour of 
  work using a poisoner’s kit and expending 50 
  gp worth of materials, you can create a 
  number of doses of potent poison equal to 
  your proficiency bonus. Once applied, the 
  poison retains potency for 1 minute, or until 
  
  ©2020 Wizards of the Coast LLC 
  3 
  you hit with the weapon. When a weapon 
  coated in this poison deals damage to a 
  creature, that creature must succeed on a DC 
  14 Constitution saving throw or take 2d8 
  damage and become poisoned until the end of 
  your next turn. 
  Practiced Expert 
  You have honed your proficiency with particular 
  skills or tools, gaining the following benefits:  
  • Increase one ability score of your choice by 1, 
  to a maximum of 20. 
  • You gain proficiency with one skill or tool of 
  your choice. 
  • Choose one of your skill or tool proficiencies. 
  Your proficiency bonus is doubled for any 
  ability check you make that uses the chosen 
  proficiency.  
  Shadow Touched 
  You learn how to bend shadows from your 
  experience with the Shadowfell. You gain the 
  following benefits: 
  • Increase your Intelligence, Wisdom, or 
  Charisma score by 1, to a maximum of 20. 
  • You learn the darkness spell and one 1st-level 
  spell of your choice. The 1st-level spell must be 
  from the illusion or necromancy school of 
  magic. You can cast each of these spells 
  without expending a spell slot. Once you cast 
  either of these spells in this way, you can’t cast 
  that spell in this way again until you finish a 
  long rest. You can also cast these spells using 
  spell slots you have of the appropriate level. 
  The spells’ spellcasting ability is the ability 
  increased by this feat. 
  Shield Training 
   
  You’ve trained in the effective use of shields. You 
  gain the following benefits: 
  • Increase your Strength, Dexterity, or 
  Constitution score by 1, to a maximum of 20. 
  • You gain proficiency with shields. 
  • In combat, you can don or doff a shield as the 
  free object interaction on your turn. 
  • If you have the Spellcasting or Pact Magic 
  feature, you can use a shield as a spellcasting 
  focus. 
  Slasher 
  You’ve learned where to cut to have the greatest 
  results, granting you the following benefits: 
  • Increase your Strength or Dexterity by 1, to a 
  maximum of 20. 
  • Once per turn when you hit a creature with an 
  attack that deals slashing damage, you can 
  reduce the speed of the target by 10 feet until 
  the start of your next turn. 
  • When you score a critical hit that deals 
  slashing damage to a creature, you grievously 
  wound it. Until the start of your next turn, the 
  target has disadvantage on all attack rolls. 
  Tandem Tactician 
  Your presence in a scrap tends to elevate your 
  comrades. You gain the following benefits: 
   
  • You can use the Help action as a bonus action.  
  • When you use the Help action to aid an ally in 
  attacking a creature, increase the range of the 
  Help action by 10 feet. Additionally, you can 
  help two allies targeting the same creature 
  within range when you use the Help action this 
  way.  
  Tracker 
  You have spent time hunting creatures and 
  honed your skills, gaining the following benefits: 
  • Increase your Wisdom score by 1, to a 
  maximum of 20. 
  • You learn the hunter’s mark spell. You can cast 
  it once without expending a spell slot, and you 
  must finish a long rest before you can cast it in 
  this way again. You can also cast the spell 
  using any spell slots you have. Wisdom is your 
  spellcasting ability for this spell. 
  • You have advantage on Wisdom (Survival) 
  checks to track creatures. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA72 - Feats.pdf