You can choose to apply the expertise section of the feat to a tool proficiency instead of to a skill proficiency.
Instead of taking a -5 penalty to the attack roll you subtract your proficiency bonus from the attack, and add 2x your proficiency bonus to the attack's damage if it hits.
Prerequisite: the ability to cast at least one spell, a CHA WIS or INT of at least 13.
Your CHA, WIS, or INT increases by 1 to a maximum of 20.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
You get 1 second level spell and 1 first level spell on the Evocation or Conjuration spell list that deals a singular type of elemental damage (those listed above) When you cast this spell it deals damage in the chosen type for this feat.
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.
Replaces the Dual Wielder feat found in the Player's Handbook
You master fighting with two weapons, gaining the following benefits:
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
When you take the Attack action and have the Extra Attack feature, you can make up to two attacks with your bonus action using two-weapon fighting.
When you hit a creature with an opportunity attack, you can make a second attack against it using two-weapon fighting as part of the same reaction.
Additional attacks granted by this feat do not receive bonuses to damage rolls granted by spells and class features that grant extra dice or damage modifiers to more than one attack. I.e. Hex, Hunter's Mark, Crimson Rite, Rage, etc.
Gunner has been changed to the following:
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.
You do not need a free hand to reload a gun.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
The Magic Initiate feat allows for the spells learned to be cast using their appropriate slots, no longer requiring a long rest to cast it again.
The following feats no longer have a racial prequisite:
-Drow High Magic
-Fade Away
-Fey Teleportation
-Flames of Phlegethos
-Infernal Constitution
-Prodigy
-Revenant Blade
-Second Chance
-Wood Elf Magic