The best performance changes in the 2024 player's guide in DND

Dungeons & Dragons has changed its rules. With the release of the 2024 Player's Handbook, there have been quite a few changes here and there, although the core of the game is mostly the same. One of the key changes is feats. They are now divided into: Origins, General, Fighting Style and Epic Boons.



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Here we'll dive into general feats that you need at least level four to get. We've got new options as well as new versions of old feats to choose from, some of them buffed while others nerfed. Which of these options are best for your character?

All generic feats now give you +1 to your ability score, meaning some returning feats have been nerfed to accommodate this new bonus. All will require you to be at least fourth level, along with another prerequisite that will be specified along with the feat.


10 Ability score improvement

Don't underestimate the Raw bonus

Dungeons & Dragons image shwoing Human wizard casting Mage Armor and Magic Missile.
The Human Wizard by Aaron J Riley.

As we mentioned, all general feats come with a +1 boost to the ability score, and the feat tells you which ability gets the bonus. This is pretty good in itself, as you can stack your character with multiple feats and still hit 20 at whatever ability score is best for you.


That said, getting +2 instead of +1 – or getting two +1s to increase two ability scores at once – is still an extremely valid thing to do to your character. Some builds benefit from hitting 20 as early as possible, and boosting your ability score is still the best way to do that.

9 Crossbow expert

Still powerful

A Gloom Stalker with a crossbow in Dungeons & Dragons
Front Image: Gloom Stalker, by Polar Engine

Background image: Wayfarer, by Jonas de Ro

Crossbow Expert now focuses primarily on crossbows, as the name suggests, rather than how it worked before. It just ignores the charging properties of crossbows rather than any weapons (if you use firearms, get the Gunner feat).

It also removes the disadvantage of shooting an enemy five feet away from you if you're shooting with a crossbow. Finally, when you use a hand crossbow for another attack with a bonus action, you can add a Dexterity modifier to the damage.


If your main weapon is wielded by a Nick weapon, you can make another crossbow attack without consuming a bonus action.

8 Resistant

Heal yourself

A Dungeons & Dragons image showing a Palading with a glowing weapon.
A Devoted Warrior of Sacred Oaths by Michael Broussard.

If you want Second Wind but aren't a fighter, this is the next best thing. It also gives you advantage on death saving throws, which is very useful, and you can use your hit dice as a bonus action whenever you want, provided you hit the dice to spare.

Because of this, you can always restore some of your health, especially at higher levels where you'll have a lot of it. And yes, the roll includes a constitution bonus.


7 Elemental adept

Stack It Up

A Dungeons & Dragons image depicting a Wizard using wild magic.
Wizard Delina by Winsu Tan.

Other than giving you a +1 to your Intelligence, Wisdom, or Charisma, this feat hasn't changed much. You choose a damage type and from now on you can ignore enemies' resistance to it. It becomes a 2 whenever you roll a 1 for damage with this element. You can gain this feat multiple times, just like before, if you choose a different damage type.

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That said, the +1 bonus makes a big difference. Assuming you start with spellcasting ability at 16, you can get this feat four times to get it to 20 and ignore the four types of damage resistance.


6 Grand Master of Weapons

Nerfed but powerful

A Dungeons & Dragons image depicting a barbarian.
The Savage Warrior by Denman Rook.

Great Weapon Master lost its gambling mechanism where a character could take a -5 penalty to their attack for a +10 to their damage. Instead, whenever someone attacks with a weapon that has heavy properties, their damage will have a bonus equal to their proficiency bonus (ranged heavy weapons like the longbow would theoretically fit here).

The second part where you can attack with your bonus action whenever you roll a critical hit or reset someone's health still applies. Oh and +1 goes to your strength here.

Homebrew tip: Sharpshooter no longer adds a damage bonus. Let your players choose between boosting their strength or dexterity with Great Weapon Master (and have them get characters with dexterity 13 or higher) and have them do the second part with ranged attacks. The damage bonus of this feat also applies to ranged heavy weapons, the rules are as written, so let players lean into that.


5 Heavy Armor Master

It's better

A Dungeons & Dragons image showing a warrior charging forward.
Master of All Weapons and Armor by Nestor Ossandon Leal.

Heavy Armor Master was a good feat that became obsolete at higher levels because the damage reduction it provided only worked in a few situations. The drop will now occur whenever you take hit, stab, or slash damage, regardless of whether the damage is magical or not. The boss's +2 weapon no longer cancels this feat.

The old version also gave -3 to damage, while here the damage reduction will be equal to your proficiency bonus. Sure, this means the drop is lower at first, but it will eventually increase.


4 Slayer of mages

Protect your mind

A Dungeons & Dragons image showing a Dragonborn Monk.
The Martial Artist by Joshua Raphael.

Mage Slayer has only one feature in common with the previous version: If you hit someone who is concentrating on a spell, they have disadvantage on concentration saving throws. You also get +1 to Strength or Dexterity and something like Legendary Resistance.

If you fail a Charisma, Intelligence, or Wisdom saving throw once during your rest, you can simply choose to succeed (no reaction required). Perfect to avoid Mind Control or Hold Person.

3 Skulker

See All

A Dungeons & Dragons image showing a Rogue jumping out of a window.
Skilled Expert by Aurore Folna.


Skulker has kept his feature where if you sneak attack and miss, you won't reveal your position (though it's now any attack, not just ranged). You don't get the part where you can hide in the dark, but whenever you use the Hide action in combat, you do get the advantage (rogue, rejoice).

Along with this, you gain +1 to your Dexterity and ten feet/three meters of vision, which means you can fight someone who is invisible at close range, or fight in the dark (and be blinded any other time).

While there is a fighting style that adds blindness, this feat comes with more benefits and you can use your fighting style for something else instead.

2 Spell Sniper

Crossbow expert for nerds

A Dungeons & Dragons image depicting an Aasimar wizard.
Aasimar Wizard by Martina Fa Cková.


Spell Sniper now comes with +1 to Intelligence, Wisdom or Charisma. While it no longer comes with a free spell, it allows you to use ranged spells when an enemy is five feet away, just like Crossbow Expert does for crossbow attacks.

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Finally, if you cast a spell with a range of ten feet/three meters or more that requires an attack roll, you can add 60 feet/18 meters to its range. You could use something like Eldritch Blast from 180 feet/54 meters, instead of the default (120 feet/36 meters).

1 War Caster

If it doesn't break…

A Dungeons & Dragons image showing a goliath cleric throwing a spirit weapon while fighting an umber hulk.
A goliath cleric casts a spirit weapon in battle with an umber hulk by Justine Cruz.


Okay, so War Caster hasn't changed – except +1 to your Intelligence, Wisdom, or Charisma. You gain advantage on concentration saving throws, can cast a spell that targets one person as an attack of opportunity, and can perform somatic components even when both of your hands are carrying something.

While nothing major has changed here, it's one of the most useful feats you can have for any character who wants to focus on casting spells, especially if your favorite spells require concentration. So we recommend it.

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