Level 6

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### Advanced Alchemy

*Prerequisite: Level 6, one Proficiency: Alchemist's Supplies / Herbalism Kit or Poisoner’s Kit*

Your potion/ poisons have become more potent, while your skills grow. You gain the following benefits:

* You gain one Expertise in Alchemist's Supplies/ Herbalism Kit / Poisoner’s Kit, if you are already proficient in the tool. (Choose 1)
* You can use the Feats Abilitys, if you are proficient with the Tool:
	+ Proficient with Alchemist's Supplies: Alchemist Potions
		- You gain advantage to identify Potions/ Poisons.
		- You can now craft Common/ Uncommon potions.
	+ Proficient with Poisoner's Kit: Poison
		- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
		- You can now craft poison with an value of up to 600 gold.
	+ Proficient with Herbalism Kit: Healing Potions
		- Potions of Healing that you craft heal an extra 1d4 hit points.
		- You can now craft Common potions + Greater Healing Potions.
* If the Item requires a saving throw you can change the DC to a number equal to (8 + proficiency bonus + your Intelligence/ Wisdom modifier).
* If items crafted with your tools, that deal damage, they now deal an extra damage die. (Bsp. Basic Poison/ Alchemy Flask)

### Crafter/ Tool Expert

*Prerequisite: Level 6, proficiency with a Tool*

You have learned to enhance your craft even further, you gain the following benefits:

* You gain "expertise" for any ability check you make that uses your proficiency with a tool.
* You have learned to work with exotic materials. (Creature material/ spezial metalls/ ore)

### Crossbow Expert

*Prerequisite: Level 6*

Thanks to extensive practice with the crossbow, you gain the following benefits:

* You ignore the loading property of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

### Defensive Duelist

*Prerequisite: Level 6, Dexterity 17 or higher or the Dueling fighting style*

When you are wielding a melee weapon with your Dexterity-Modifier, which you are proficient with, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss. (This Ability works with the Monk "Martial Arts" Feature + Unarmd Strickes )

* If the Attack misses, you can immediately attack back with an opportunity attack.
* You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a short or long rest.

### Farewell Shot

*Prerequisite: Level 6, Dexterity 17 or higher*

You trained moving over the battlefield quickly while still shooting your weapon, you gain the following benefit:

* When you take the disengage action you can make a single ranged Attack with a ranged weapon as part of your movement this turn.
* You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a short or long rest.

### Fey Touched

*Prerequisite: Level 6*

Your exposure to the Feywild’s magic has changed you, granting you the following benefits:

* You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. 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.
* For the spells’ spellcasting ability you choose Intelligence, Wisdome or Charisma, when you choose this trait.

### Flash Recall

*Prerequisite: Level 6, Spellcasting feature from a class that prepares spells*

You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you’re a wizard) or from your class spell list (if you’re not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.

Once you use this feat to recall a spell, you can’t do so again until you complete a short or long rest.

### Gift of the Chromatic Dragon

*Prerequisite: Level 6*

You’ve manifested some of the power of chromatic dragons, granting you the following benefits:

**Chromatic Infusion.** As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra **1d4** damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.

**Reactive Resistance.** When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gift of the Metallic Dragon

Prerequisite: Level 6

You’ve manifested some of the power of metallic dragons, granting you the following benefits:

**Draconic Healing.** You learn the "cure wounds" spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

**Protective Wings.** You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gunner

Prerequisite: Level 6

You are adept at using guns effectively.

* You gain proficiency with firearms (see “Firearms” in the Fighter: Gunslinger Sub-Class).
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* If you roll a misfire on an attack with a firearm, you can roll an additional d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You can use this feature a number of time equal to your Proficiency bonus until you complete a short or long rest. (You can't reroll, if you rolled a "Natural 1" for the Attack)
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

### Linguist

Prerequisite: Level 6, *Bookworm*

You have learned many more languages and even when you don't know the local tongue you know how to get around. You gain the following benefits:

* You gain proficiency in 3 languages of your choice
* You gain proficiency in two of the following skills, Investigation, History, Arcana, Insight or Religion.
	+ Alternatively you can choose one of the listet skills that you are proficient with, you gain expertise with the chosen skill.
* You learn the Tongues spell and can cast it once per long rest without expending a spell slot, You can also cast the spell using a spell slots you have of the appropriate level.
	+ For the spell spellcasting ability you choose Intelligence, Wisdome or Charisma, when you choose this trait.

### Magic Scholar

Prerequisite: Level 6, *Magic Initiate*

You have studied your magic over the course of your adventures. You gain the following benefits

* You learn on additional Cantrip from the same list you choose your Magic Initiate Spells from.
* Choose one 2nd-level spell from the same list you have chosen your Magic Initiate Spell from. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You can also cast the spell using any spell slots you have.
	+ Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.

### **Perfect Bond**

*Prerequisite: Level 6, (Supp Class: Beast Master/ Drakewarden/ Battle Smith or Warlock: Pact of the Chain)*

The Teamwork with your Companion/ Familiar becomes more efficent then ever.

* You can command your Companion/ Familiar with only your verbal commands **(no action required by you)**. (works like the Summon Spells)
* If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

### Polearm Master

Prerequisite: Level 6

You can keep your enemies at bay with reach weapons. You gain the following benefits:

* When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d6, and it deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

### Shadow Touched

Prerequisite: Level 6

Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:

* You learn the "Invisibility" spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. 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.
* For the spells’ spellcasting ability you choose Intelligence, Wisdom or Charisma, when you choose this trait.

### Shield Master

Prerequisite: Level 6

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* You can use "shields" to make melee weapon attacks. A shield deals 1d6 + your Strength modifier bludgeoning damage, and you can use your proficiency bonus for the attack roll.
	+ If you have a magical shield, the defense bonus also counts as a to hit and damage bonus for you.
	+ If you take the Attack action on your turn, you can use a bonus action to attack with the shield **or** to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

### Spell Former

Prerequisite: Level 6, The ability to cast at least one spell, a spellcasting ability of 17 or higher

You have learned to change the Essence of your spells, basend on the original cast. You gain the following benefits:

* Whenever you cast a spell, you can change the damage type of the spell to another one of the same list, as shown in the table below

 Elemental
 Devine
 Energy

### Taunt

You have a talent to anger other people. You gain the following benefit:

* As a bonus action you can "Taunt" all creatures that can see or hear you within a 20ft radius around you. At the end of your turn, they have to succed at a Wisdom Saving Throw (DC 8 + Charisma Modifier + Proficiency), or get distracted for the next 5 turns or until they succed the saving throw.
* If a creature fails the saving throw, it gets disadvantage on attack rolls against creatures other than you.
* This ability only works at creatures, that aren't immune against the "Charmed" condition. An enemy can only be taunted once per combat.