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Actor

Prerequisite: None
+1 in Cha, advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature
.

Feat

Alert

Prerequisite: None
+5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you
.

Feat

Artificer Initiate

Prerequisite: None
You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools
.

Feat

Athlete

Prerequisite: None
+1 in Str or Dex, you stand up and climb more quickly, and you can jump with only a 5-ft run
.

Feat

Bountiful Luck

Prerequisite: Halfling
You can let an ally within 30 ft of you to reroll a 1 on a d20
.

Feat

Charger

Prerequisite: None
As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before
.

Feat

Chef

Prerequisite: None
+1 in Con or Wis, proficiency with cook's utensils and cook special food to regain hp
.

Feat

Crossbow Expert

Prerequisite: None
You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot
.

Feat

Crusher

Prerequisite: None
+1 in Str or Con, 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit
.

Feat


Defensive Duelist

Prerequisite: Dexterity 13 or higher
You can add you proficiency bonus to your AC if you are wielding a finesse weapon
.

Feat

Dragon Fear

Prerequisite: Dragonborn
+1 in Str, Con, or Cha and your Breath Weapon can frighten instead of inflicting damages
.

Feat

Dragon Hide

Prerequisite: Dragonborn
+1 in Str, Con, or Cha, your AC becomes 13+Dex modifier and your retractable claws deal 1d4+Str modifier slashing damage
.

Feat

Drow High Magic

Prerequisite: Elf (drow)
You can cast the detect magic spell (at will) and the levitate and dispel magic spells (1/long rest)
.

Feat

Dual Wielder

Prerequisite: None
+1 to CA if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons
.

Feat

Dungeon Delver

Prerequisite: None
Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace
.

Feat

Durable

Prerequisite: None
+1 in Con and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier
.

Feat

Dwarf Fortitude

Prerequisite: Dwarf
+1 in Con, and you can spend one Hit Die to heal yourself taking the Dodge action
.

Feat

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature
You learn one Eldritch Invocation
.

Feat


Elemental Adept

Prerequisite: The ability to cast at least one spell
Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2
.

Feat

Elven Accuracy

Prerequisite: Elf or half-elf
+1 in Dex, Int, Wis, or Cha, and you can reroll one attack roll if you have advantage
.

Feat

Fade away

Prerequisite: Gnome
+1 in Dex or Int, and you can use your reaction to become invisible if you take damage
.

Feat

Fey Teleportation

Prerequisite: Elf (high)
+1 in Int or Cha, you speak Sylvan, and you can cast the misty step spell (1/short rest)
.

Feat

Fey Touched

Prerequisite: None
+1 in Int, Wis, or Cha, and you learn misty step and one 1st-level spell from divination or enchantment school
.

Feat

Fighting Initiate

Prerequisite: Proficiency with a martial weapon
You learn one Fighting Style option from the fighter class
.

Feat

Flames of Phlegethos

Prerequisite: Tiefling
+1 in Int or Cha, reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell
.

Feat

Grappler

Prerequisite: Strength 13 or higher
You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you
.

Feat

Great Weapon Master

Prerequisite: None
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
.

Feat


Gunner

Prerequisite: None
+1 in Dex, proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft
.

Feat

Healer

Prerequisite: None
You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it
.

Feat

Heavily Armored

Prerequisite: Proficiency with medium armor
+1 in Str and you gain proficiency with heavy armor
.

Feat

Heavy Armor Master

Prerequisite: Proficiency with heavy armor
+1 in Str and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor
.

Feat

Infernal Constitution

Prerequisite: Tiefling
+1 in Con, resistance to cold and poison damage, and you have advantage on saving throws against being poisoned
.

Feat

Inspiring Leader

Prerequisite: Charisma 13 or higher
Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha modifier
.

Feat

Keen Mind

Prerequisite: None
+1 in Int, you know which way is north, when is the next sunrise/sunset, and recall any events within the past month
.

Feat

Lightly Armored

Prerequisite: None
+1 in Str or Dex and you gain profociency with light armor
.

Feat

Linguist

Prerequisite: None
+1 in Int, you learn three languages, and you can ably create ciphers
.

Feat


Lucky

Prerequisite: None
You can reroll one d20 or force to reroll an attack roll against you (3/long rest)
.

Feat

Mage Slayer

Prerequisite: None
You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft
.

Feat

Magic Initiate

Prerequisite: None
You learn two cantrips and one 1st-level spell from one class
.

Feat

Martial Adept

Prerequisite: None
You learn two maneuvers from Battle Master archetype and gain one superiority die (d6)
.

Feat

Medium Armor Master

Prerequisite: Proficiency with medium armor
No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2
.

Feat

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature
You learn two metamagic options and gain 2 sorcery points
.

Feat

Mobile

Prerequisite: None
Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee
.

Feat

Moderately Armored

Prerequisite: Proficiency with light armor
+1 in Str or Dex and you gain proficiency with medium armor and shields
.

Feat

Mounted Combatant

Prerequisite: None
Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount
.

Feat


Observant

Prerequisite: None
+1 in Int or Wis, you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation
.

Feat

Orcish Fury

Prerequisite: Half-orc
+1 in Str or Con, add one of the weapon's damage dice, and use a reaction to attack after using Relentless Endurance
.

Feat

Piercer

Prerequisite: None
+1 in Str or Dex, reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit
.

Feat

Poisoner

Prerequisite: None
Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage
.

Feat

Polearm Master

Prerequisite: None
You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach
.

Feat

Prodigy

Prerequisite: Half-elf, half-orc, or human
You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill
.

Feat

Resilient

Prerequisite: None
+1 in one ability and you gain proficiency in saving throws using this ability
.

Feat

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher
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
.

Feat

Savage Attacker

Prerequisite: None
You can reroll melee weapon attack damage once per turn
.

Feat


Second Chance

Prerequisite: Halfling
+1 in Dex, Con, or Cha, and you can force a creature to reroll its attack roll if it hits you
.

Feat

Sentinel

Prerequisite: None
A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage
.

Feat

Shadow Touched

Prerequisite: None
+1 in Int, Wis, or Cha, and you learn invisibility and one 1st-level spell from illusion or necromancy school
.

Feat

Sharpshooter

Prerequisite: None
Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage
.

Feat

Shield Master

Prerequisite: None
Attack also allows to shove, shield bonus to Dex saving throws againts spells, and no 1/2 damage on successful saving throw
.

Feat

Skill Expert

Prerequisite: None
+1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency
.

Feat

Skilled

Prerequisite: None
You gain proliciency with three skills or tools
.

Feat

Skulker

Prerequisite: Dexterity 13 or higher
Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area
.

Feat

Slasher

Prerequisite: None
+1 in Str or Dex, reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls
.

Feat


Spell Sniper

Prerequisite: The ability to cast at least one spell
Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip
.

Feat

Squat Nimbleness

Prerequisite: Dwarf or a Small race
+1 in Str or Dex, your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks
.

Feat

Tavern Brawler

Prerequisite: None
+1 in Str or Con, proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action
.

Feat

Telekinetic

Prerequisite: None
+1 in Int, Wis, or Cha, you learn mage hand and you can try to telekinetically shove one creature (5 ft)
.

Feat

Telepathic

Prerequisite: None
+1 in Int, Wis, or Cha, you can cast detect thoughts and you can speak telepathically to any creature within 60 ft
.

Feat

Tough

Prerequisite: None
Your hit point maximum increases by an amount equal to twice your level then by +2 at each level
.

Feat

War Caster

Prerequisite: The ability to cast at least one spell
You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction
.

Feat

Weapon Master

Prerequisite: None
+1 in Str or Dex and you gain proficiency with four weapons
.

Feat

Wood Elf Magic

Prerequisite: Elf (wood)
You learn one druid cantrip and can cast the longstrider and pass without trace spells (1/long rest)
.

Feat


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Feat