D&D 5e Feat List (1d75)

Up to date as of March 31st 2023

This is a random list of feats in D&D 5e, not including Dragon lance feats or Dragonmarks. They each have a little blurb about what they do (Courtesy of https://www.aidedd.org/dnd-filters/feats.php) but make sure you read up on them beforehand as the blurbs aren't 100% of the feats wording.

Some feats have requirements and I wasn't sure if there was a way to split them up and have toggleable requirements, so they're all on there. (75 feats in total) Just ignore the ones that can't apply to you.

The Blurbs are in brackets like: (These)
and the Restrictions are in square brackets like: [These]

1d75 Result

1

Actor (+1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature.)

2

Alert (+5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you.)

3

Artificer Initiate (You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools.)

4

Athlete (+1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run.)

5

Bountiful Luck (You can let an ally within 30 ft of you to reroll a 1 on a d20.) [Restricted To Halflings]

6

Charger (As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.)

7

Chef (+1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp.)

8

Crossbow Expert (You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot.)

9

Crusher (+1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit.)

10

Defensive Duelist (You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.) [Dexterity 13 or Higher]

11

Dragon Fear (+1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages.) [Restricted to Dragonborn]

12

Dragon Hide (+1 in Str., Con., or Cha., your AC becomes 13+Dex. modifier and your retractable claws deal 1d4+Str. modifier slashing damage.) [Restricted to Dragonborn]

13

Drow High Magic (You can cast the detect magic spell (at will) and the levitate and dispel magic spells (1/long rest).) [Restricted to Drow Elves]

14

Dual Wielder (+1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.)

15

Dungeon Delver (Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace.)

16

Durable (+1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.)

17

Dwarf Fortitude (+1 in Con., and you can spend one Hit Die to heal yourself taking the Dodge action.) [Restricted to Dwarves]

18

Eldritch Adept (You learn one Eldritch Invocation.) [Requires Spellcasting or Pact Magic Feature]

19

Elemental Adept (Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.) [Requires ability to cast at least one spell]

20

Elven Accuracy (+1 in Dex., Int., Wis., or Cha., and you can reroll one attack roll if you have advantage.) [ Restricted to Elf or Half-Elf]

21

Fade Away (+1 in Dex. or Int., and you can use your reaction to become invisible if you take damage.) [Restricted to Gnomes]

22

Fey Teleportation (+1 in Int. or Cha., you speak Sylvan, and you can cast the misty step spell (1/short rest).) [Restricted to High Elves]

23

Fey Touched (+1 in Int., Wis., or Cha., and you learn misty step and one 1st-level spell from divination or enchantment school.)

24

Fighting Initiate (You learn one Fighting Style option from the fighter class.) [Proficiency with a martial weapon]

25

Flames of Phlegethos (+1 in Int. or Cha., reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell.) [Restricted to Tieflings]

26

Gift of the Chromatic Dragon (Extra 1d4 acid, cold, fire, lightning, or poison damage for 1 min (bonus action). Resistance to 1 of these damages (reaction).)

27

Gift of the Gem Dragon (+1 in Int., Wis., or Cha., Strength saving throw or 2d8 force damage and pushed away 10 ft in reaction to an attack (PB/day).)

28

Gift of the Metallic Dragon (You can cast cure wounds (1/long rest). As a reaction to an attack, can manifest wings to get +PB to your AC (PB/day).)

29

Grappler (You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you.) [Requires Strength 13 or Higher]

30

Great Weapon Master (Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.)

31

Gunner (+1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.)

32

Healer (You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.)

33

Heavily Armored (+1 in Str. and you gain proficiency with heavy armor.) [Proficiency with Medium Armor]

34

Heavy Armor Master (+1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.) [Proficiency with Heavy Armor]

35

Infernal Constitution (+1 in Con., resistance to cold and poison damage, and you have advantage on saving throws against being poisoned.) [Restricted to Tieflings]

36

Inspiring Leader (Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.) [Charisma 13 or Higher]

37

Keen Mind (+1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.)

38

Lightly Armored (+1 in Str. or Dex. and you gain profociency with light armor.)

39

Linguist (+1 in Int., you learn three languages, and you can ably create ciphers.)

40

Lucky (You can reroll one d20 or force to reroll an attack roll against you (3/long rest).)

41

Mage Slayer (You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.)

42

Magic Initiate (You learn two cantrips and one 1st-level spell from one class.)

43

Martial Adept (You learn two maneuvers from Battle Master archetype and gain one superiority die (d6).)

44

Medium Armor Master (No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2.) [Proficiency in Medium Armor]

45

Metamagic Adept (You learn two metamagic options and gain 2 sorcery points.) [Requires Spellcasting or Pact Magic feature]

46

Mobile (Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.)

47

Moderately Armored (+1 in Str. or Dex. and you gain proficiency with medium armor and shields.) [Proficiency with Light Armor]

48

Mounted Combatant (Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.)

49

Observant (+1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.)

50

Orcish Fury (+1 in Str. or Con., add one of the weapon's damage dice, and use a reaction to attack after using Relentless Endurance.) [Restricted to Half Orcs]

51

Piercer (+1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.)

52

Poisoner (Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage.)

53

Polearm Master (You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach.)

54

Prodigy (You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill.) [Restricted to Half-elf, Half-orc, or Human]

55

Resilient (+1 in one ability and you gain proficiency in saving throws using this ability.)

56

Ritual Caster (You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.) [Intelligence or Wisdom 13 or higher]

57

Savage Attacker (You can reroll melee weapon attack damage once per turn.)

58

Second Chance (+1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you.) [Restricted to Halfling]

59

Sentinel (A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.)

60

Shadow Touched (+1 in Int., Wis., or Cha., and you learn invisibility and one 1st-level spell from illusion or necromancy school.)

61

Sharpshooter (Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.)

62

Shield Master (Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.)

63

Skill Expert (+1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency.)

64

Skilled (You gain proficiency with three skills or tools.)

65

Skulker (Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.) [Dexterity 13 or higher]

66

Slasher (+1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.)

67

Spell Sniper (Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip.) [Requires ability to cast at least one spell]

68

Squat Nimbleness (+1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks.) [Restricted to Dwarf or a Small race]

69

Tavern Brawler (+1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action.)

70

Telekinetic (+1 in Int., Wis., or Cha., you learn mage hand and you can try to telekinetically shove one creature (5 ft).)

71

Telepathic (+1 in Int., Wis., or Cha., you can cast detect thoughts and you can speak telepathically to any creature within 60 ft.)

72

Tough (Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.)

73

War Caster (You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction.) [Requires ability to cast at least one spell]

74

Weapon Master (+1 in Str. or Dex. and you gain proficiency with four weapons.)

75

Wood Elf Magic (You learn one druid cantrip and can cast the longstrider and pass without trace spells (1/long rest).) [Restricted to Wood Elves]