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Angelic Protection

Prerequisite: aasimar

The innate resistance to magic that angels possess extends to you.

You have advantage on saving throws against spells and other magical effects.

Feat (ERF)

Dao Heritage

earth

(Prerequisite: genasi )You manifest more of the magical power of your dao heritage. You gain the following benefits:

- Increase your Strength or Constitution score by one, to a maximum of 20.

- You learn the detect magic spell and can cast it at will, without expending a spell slot.

- You gain natural armor. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Feat (ERF)

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dao Heritage 1st level Divination

Djinn Heritage

Prerequisite: genasi (air)

You manifest more of the magical power of your djinn heritage. You gain the following benefits:

- Increase your Dexterity or Constitution score by one, to a maximum of 20.

- You learn the detect magic spell and can cast it at will, without expending a spell slot.

- You have resistance to lightning and thunder damage.

Feat (ERF)

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Djinn Heritage 1st level Divination

Efreet Heritage

Prerequisite: genasi (fire)

You manifest more of the magical power of your efreet heritage. You gain the following benefits:

- Increase your Constitution or Intelligence score by one, to a maximum of 20.

- You learn the detect magic spell and can cast it at will, without expending a spell slot.

- Your darkvision has a radius of 120 feet.

Feat (ERF)

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Efreet Heritage 1st level Divination

Feline Grace

Prerequisite: tabaxi

Your incredible reflexes and agility further improves. You gain the following benefits:

- Increase your Dexterity score by one, to a maximum of 20.

- You can use your Feline Agility trait twice before you must move 0 feet on your turns to use the trait again. You can still only use this ability once per turn when you move.

- You don't take damage from falling 20 feet or less if you aren't incapacitated.

Feat (ERF)

Firbolg Beast Magic

Prerequisite: firbolg

Your connection to animals deepens.

You learn the speak with animals spell and can cast it at will, without expending a spell slot.

You also learn the animal friendship and beast sense, each of which you can cast once without expending a spell slot.

You regain the ability to cast those two spells in this way when you finish a long rest.

Wisdom is your spellcasting ability for all three spells.

Feat (ERF)

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Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Firbolg Beast Magic 1st level Divination

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Firbolg Beast Magic 1st level Enchantment

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Firbolg Beast Magic 2nd level Divination

Like a Boss

Prerequisite: goblin

You are accustomed to using others to avoid being attacked. You gain the following benefits:

- Increase your Dexterity score by one, to a maximum of 20.

- When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

One you use this ability, you can't do so again until you finish a short or long rest.

Feat (ERF)

Marid Heritage

Prerequisite: genasi (water)

You manifest more of the magical power of your marid heritage. You gain the following benefits:

- Increase your Constitution or Wisdom score by one, to a maximum of 20.

- You learn the detect magic spell and can cast it at will, without expending a spell slot.

- You have resistance to cold damage.

Feat (ERF)

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Marid Heritage 1st level Divination

Master of Mimicry

Prerequisite: kenku

You have learned to temporarily mimic even the training of others. You gain the following benefits:

- Increase your Dexterity or Wisdom score by one, to a maximum of 20.

- Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for one hour, and you can only mimic one proficiency at a time.

Once you use this ability, you can't do so again until you finish a short or long rest.

Feat (ERF)

Mountain's Endurance

Prerequisite: goliath

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

- Increase your Strength or Constitution score by one, to a maximum of 20.

- When you use your Stone's Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack's damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one.

As normal, after you use this trait, you can't do so again until you finish a short or long rest.

Feat (ERF)

Serpent's Form

Prerequisite: yuan-ti pureblood

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

- Increase your Intelligence or Charisma score by one, to a maximum of 20.

- You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you die, you stay in your current form.

- While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can't do so again until you finish a long rest.

Feat (ERF)

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Sky Warden

Prerequisite: aarakocra

You are trained for both scouting the skies and aearial combat. You gain the following benefits:

- Increase your Dexterity or Wisdom score by one, to a maximum of 20.

- You gain proficiency in the Perception skill if you don't already have it. You add double your proficiency modifer bonus to Wisdom (Perception) checks that realy on sight.

- Once per turn, if you are flying and dive at least 30 feet straight toward a targe and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target of the same type as the weapon's damage type.

Feat (ERF)

Tanarukk Blood

Prerequisite: orc

Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits:

- Increase your Strength or Constitution score by one, to a maximum of 20.

- You have resistance to fire and poison damage.

- You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feat (ERF)

Tortle Protector

Prerequisite: tortle

You have mastered using your shell to better protect yourself and others. You gain the following benefits:

- Increase your Strength or Wisdom score by one, to a maximum of 20.

- Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn't affect this number.

- As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn.

Once you use this ability, you can't do so again until you've finished a short or long rest.

Feat (ERF)

Touch of Sess'inek

Prerequisite: lizardfolk

You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

- Increase your Constitution or Wisdom score by one, to a maximum of 20.

- You learn to speak, read, and write Abyssal.

- You are immune to being frightened.

Feat (ERF)

Triton Deep Magic

Prerequisite: triton

You master more of the magic of elemental air and water.

You learn the create or destroy water spell and can cast it at will, without expending a spell slot.

You also learn the warding wind and water breathing, each of which you can cast once without expending a spell slot.

You regain the ability to cast those two spells in this way when you finish a long rest.

Charisma is your spellcasting ability for all three spells.

Feat (ERF)

Uphold the Legion

Prerequisite: hobgoblin

You were born for life in the legion. You gain the following benefits:

- Increase your Constitution or Intelligence score by one, to a maximum of 20.

- You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated.

You can use this trait only once per turn.

- You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum of +5).

As normal, once you use this trait, you can't use it again until you finish a short or long rest.

Feat (ERF)

Urd Wings

Prerequisite: kobold

You manifest leathery wings, transforming into an urd. You gain the following benefits:

- Increase your Strength or Dexterity score by one, to a maximum of 20.

- You gain a flying speed of 30 feet. To use this speed, you can't be wearing mediu or heavy armor.

Feat (ERF)

Well-Rested

Prerequisite: bugbear

Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:

- Increase your Strength or Dexterity score by one, to a maximum of 20.

- Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.

- At the end of a long rest, you gain inspiration.

Feat (ERF)

Aereni Halflife

Prerequisite: elf (Aereni)

You've undergone rituals that bind you to Irian and the Undying Court. Many who undergo this process have a disiccated appearance, similar to a mummy, and it's up to you whether you are affected in this way.

Regardless of your appearance, you gain the following benefits:

- Increase your Intelligence or Wisdom score by one, to a maximum of 20.

- You gain resistance to necrotic and radiant damage, and you have advantage on death saving throws.

- If you cast a spell that deals necrotic damage, you can choose to have it inflict radiant damage instead.

Feat (EE)

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Changeling Metamorphosis

Prerequisite: changeling

Your ability to shapechange is more than skin deep.

Increase your Constitution score by one, to a maximum of 20.

In addition, when you use your Shapechanging trait, you can choose one of the following benefits, which lasts until you use your Shapechanging trait again. Some of these benefits require specific physical features, such as gills or claws, that can be seen by observers.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Darkvision. You adapt your eyes and gain darkvision with a range of 60 feet.

Natural Weapons. You grows claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

Feat (EE)

Focused Personas

Prerequisite: changeling

You've developed personas that help you focus your talents. Work with your DM to determine two unique personas - identities with distinct appearances and personalities.

You gain the following benefits:

- Increase your Charisma score by one, to a maximum of 20.

- Choose a tool and define a persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool. If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona.

- Choose a skill you're proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill.

Feat (EE)

Quori Bond, p.1

Prerequisite: kalashtar

The quori are tied to emotions. (...) Your bond with your quori spirt is unusually strong, and you can draw on a fraction of its power and instincts. When you choose this feat, choose your quouri lineage: hashalaq, du'ulora, kalaraq, or tsucora.

You gain the following benefits:

- Increase your Wisdom or Charisma score by one, to a maximum of 20.

- Each quori lineage is associated with a particular skill. When you use that skill, you can roll 1d4 and add the number rolled to the ability check.

- Each quori lineage is associated with a particualr spell. You learn this spell and can cast it at its lowest level. Your spellcasting ability for this spell is the one increased by this feat.

Once you cast it using this feat, you can't do so again until you finish a long rest.

Feat (EE)

Quori Bond, p.2

Prerequisite: kalashtar

Du'ulora. - Intimidation & crown of madness

Hashalaq. Persuasion & suggestion

Kalaraq. Perception & mind spike

Tsucora. Intimidation & wrathful smite

Feat (EE)

Feat (EE)

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