Future editions of Dungeons & Dragons have a lot to fix when it comes to the Feats system. Feats themselves are a great way to specialize a character and grant them abilities far beyond what would normally be available to them. However, some have been (and continue to be) published that are, for whatever reason, not as useful or playable as they could be. Either mechanical redundancy or lack of attractive abilities renders them superfluous or just downright useless. While this is a bad sign currently, all hope is not lost, as future editions could make a few small changes to incorporate these feats better into the game and take them from either superfluous staples or forgotten flunkies to a core part of the game.

When a Dungeons & Dragons character important to the lore achieves a certain level (or is a variant human at character creation), they gain access to feats. These are added abilities that allow the character to do amazing things, from ignoring some damage when wearing a certain type of armor to always knowing the time of day and which way is north. These can change the game in interesting ways, and often become a defining part of a character.

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Some feats in Dungeons & Dragons 5e could benefit from a rework in future editions. Whether it is due to mechanical confusion or optimization or being a feat when they really shouldn't be, giving these feats a rework could make them easier to incorporate and have them see a wider scope of play. Some may even be eliminated, as they would be better served to be a core part of the game rather than an optional feat that one must sacrifice another feat or ability score increase for.

Dual Wielding Is A D&D Staple That Should Be A Core Feature

Drizzt fighting horde of orcs as they back him into a corner.

From strongest D&D dual wielding build works as a mechanic, without needing to have dual wielding fighters waste an ability score increase or feat to get them. Incorporating the Dual Wielder feat into the base rules for two-weapon fighting would streamline the process for those wishing to dual wield and give them more opportunity to focus on other aspects of the character with feats and ability score increases.

Healer's Kits In Dungeons & Dragons Are Nearly Useless Without The Healer Feat

A cleric with their hands outstretched using a spell in Dungeons & Dragons

It is common Dungeons & Dragons wisdom that every party needs a healer. Be it a devoted cleric, a magnanimous paladin, or even a specialized druid or bard, the ability to reduce and remove damage is essential for parties venturing into ever-increasing danger. There are Healer's Kits, items that allow stabilization of the dying without making a Medicine check, but that is their only use. Enter the Healer feat, which (without cheating using D&D Necromancy exploits) allows stabilization to also give the affected creature 1 hit point, as well as spending one use of the kit to have a creature regain 1d6 + 4 hit points to as well as additional hit points equal to the creature's maximum number of Hit Dice.

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This turns any character into a competent healer, and the limitation of the healing to once a rest means that it is hard to exploit. Because of this, the Healer feat is another that should simply be a core mechanic tied to the healer's kit rather than a feat. If everyone in the party had access to healing, it would free up party composition for those that may not wish to play a class with healing. It also means that everyone in the party has the ability to each other, rendering a TPK much less likely.

Racial Feats Should Come With Character Progress In Dungeons & Dragons

An armored tiefling spellcaster, holding a dagger with outstretched arms and surrounded by whirling magic.

Xanathar's Guide To Everything introduced the concept of feats tied to player character race to Dungeons & Dragons 5e. From D&D races that are safe from nat 1s to tried and true elves and dwarves, these feats are only available to characters should they be of that specific race, and carry with them bonuses tied to that race. While this is a cool system that makes each race stand out, it would do better as part of the races themselves rather than extra content not available to all. It comes with the implication that some elves are more elvish, dwarves more dwarvish than others, and while it makes the heroes stand above, that could also be accomplished by locking the feat's rewards behind higher levels. Whether this be substituting them in instead of an ability score increase or a feat, or simply slotting them into a level where the class doesn't have any significant bonuses, having character progression be the key to unlocking these new abilities rather than the choice of feat makes it feel like anyone can attain these heroic feats, not just those who chose the feat.

Feats in Dungeons & Dragons are a double-edged sword. Some come with fantastic abilities that can radically alter a character (like D&D's Cartomancer Feat letting players play as Gambit), while others shouldn't have to be feats in the first place. By reworking some of the more outstanding examples of superfluous or useless feats, Dungeons & Dragons can radically change how the game is played in several key aspects. Everyone should get a chance to wield a weapon in each hand should they wish, and everyone should be able to heal their friends and fellow party . By reworking the feats to allow this, the fun to be had in a Dungeons & Dragons session will only grow.