2020 is half over, and Wizards of the Coast has put out some stellar D&D content throughout the year between the Unearthed Arcana playtest material, and campaign sourcebooks such as Mythic Odysseys of Theros.

Advertisement

WotC continues this trend by releasing the Feats 2020 playtest material that adds 16 new feats to the game. These feats are pretty wide-ranging, from buffing cooking to adding the option to take a warlock invocation. Keep in mind that these are optional, and you should ask your DM before adding them to your character.

With the feats up until Fighting Initiate, up next is Gunner. Gunner is mechanically similar to Crossbow Expert, 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, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

After that is Metamagic Adept. It’s similar to Eldritch Adept, in that it confers to the player the benefits of the mentioned class, in this case, metamagic options. 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 also 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.

Keep in mind that Metamagic Adept and Eldritch Adept can be taken by Sorcerers and Warlocks as a way to gain extra metamagic options and invocations.

Piercer is the next feat, acting similarly to Crusher, but for piercing weapons. This feat grants 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, 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.

Advertisement

If you like this playtest material and would like to know more, or would like to view other materials, you can visit the Unearthed Arcana website for more information.