Level 3

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Always on the lookout for danger, you gain the following benefits:\*You gain a +5 bonus to initiative.

* You can't be surprised while you are conscious.
* Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

### Blood Hound

*Prerequisite: Level 3, Wisdom 13 or higher*

Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:

* While conscious, whenever a creature that is small or larger is within 10 feet of you, you immediately become aware of its presence.
	+ *This doesn't protect you from beeing surprised.*
* Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
* When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a **d4** and add the number rolled to the ability check.

* You can cast the Hunter’s Mark / Locate Object spell with this Feat.
	+ Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. **Wisdom** is your spellcasting ability for these spells.

### Charger

*Prerequisite: Level 3, Strength 15*

When you use your action to take the "Attack Action" with a melee weapon, you can use a bonus action to take the "Dash Action". (The "Dash Action" is part of the "Attack Action", you can use your movement first and then make your Attacks)

* If you move at least 15 feet in a straight line before attacking, for your next Attack, you can either
	+ gain a +5 bonus to the attack's damage roll or
	+ the target as to succed at a Strength saving throw (DC: 8+ Strenght Modif. + Prof. Bonus), provided the target is no more than one size larger than you. If the save fails, the target gets pushed up to 10 feet, to an unoccupied space, away from you,
* You can use this trait multiple times within your turn, provided that you can meet the movement requirements again between Multiple Attacks.

### **Cruel**

*Prerequisite: Level 3*

The challenges and struggles you’ve faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6's. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.

You can roll a cruelty die under any of the following circumstances, with the indicated result:

* When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
* When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
* When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

You regain all spent cruelty dice when you finish a long rest.

### Eldritch Adept

*Prerequisite: Level 3, Spellcasting or Pact Magic feature*

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. You can choose this Feat multiple times to gain access on higher Level Invocations.

### Elemental Adept

*Prerequisite: Level 3, The ability to cast at least one spell*

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

* Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
* You can select this feat multiple times. Each time you do so, you must choose a different damage type

### Fighting Initiate

*Prerequisite: Level 3, Proficiency with one Martial Weapons*

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

### Grappler

*Prerequisite: Level 3, Strength 13 or higher.*

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.
* You can use a free action to try to pin a creature grappled by you. To do so, make another grapple check.
	+ If you succeed, the creature is restrained until the grapple ends.

### Healer

*Prerequisite: Level 3*

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

* When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
* As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's level. The creature can't regain hit points from this feat again until it finishes a short or long rest.

### Heavy Armor Master

*Prerequisite: Level 3, Proficiency with heavy armor*

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical/ magical weapon attacks is reduced by 3.
* At Level 9 this increases by 2 (-> reduced by 5)

### Heighted Ki Flow

*Prerequisite: Level 3 (Monk)*

You have trained in the art of using all the Ki in your Body, and keep flow

* You gain additional Ki Points equal to your Wisdom Modifier
* If you spend at least 1 Minute resting, you can reagin all Ki-Points spent.
* Once you use this feature, you can't use it again until you finish a Long Rest.

### Iron Gut

*Prerequisite: Level 3, Constitution 13 or higher*

You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:

* You have advantage on Saving Throws against being poisoned.
* You have resistenz against poison damage.
* While you have the "poisoned" conditions, as a "Bonus Action", you can spend Hit Dice to heal yourself, as if you have taken a short rest.
	+ The maximum Number of Hit Dice you can spent is equal to your proficiency bonus. You can use this ability once before you must finish a short rest.

### Mage Slayer

Prerequisite: Level 3

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.
	+ In addition, You have advantage on saving throws against spells, when it is the 2nd saving throw for the same Spell.

### Medium Armor Master

*Prerequisite: Level 3 Proficiency with medium armor*

You have practiced moving in medium armor to gain the following benefits:

* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

### Metamagic Adept

*Prerequisite: Level 3, Spellcasting or Pact Magic feature*

You’ve learned how to exert your will on your spells to alter how they function:

* You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
* You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

### Mobile

*Prerequisite: Level 3*

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

### Mounted Combatant/ Plötze

*Prerequisite: Level 3*

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
* You can force an attack targeted at your mount to target you instead.
* If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
* You can still use your Mounts Movement, after you used your Movement to mount it.

**Optional:**

* You can choose one mountaple creature, magicly bind it to you. You can form this bond after 30 Days of Training/ Time spend with your new "Companion", gaining the following benefieds:
* Gate: If there is enough space provided, you can spend a short rest, teleporting your "Companion" next to you. To activate this effekt, you have to perform a ritual, using some material components ( Claws/ Hair / Blood/ etc. of your "Companion").
* Revive: If your "Companion" dies you can perform an 8 hour ritual, using material components and spending 100 Gold, trying to revive him. This provides that your "Companion" wants to come back (Caring is key/ Animal Handling/ DM decision).

### Prodigy

*Prerequisite: Level 3*

You have a knack for learning new things. You gain the following benefits:

* You gain two skill proficiencys of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill.

### Rune Shaper

*Prerequisite: Level 3*

**Comprehend Languages.** You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

**Rune Magic.** You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.

You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

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### Skulker

*Prerequisite: Level 3**, Dexterity 13 or higher.*

You are expert at slinking through shadows. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

* You gain Darkvision with a radius of 60 feet. If you already have Darkvision, then the radius of your Darkvision increases by 30 feet, to a maximum of 120 feet.
* You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.

### Skill Expert

*Prerequisite: Level 3*

You have honed your proficiency with particular skills, granting you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 19.
* You gain proficiency in one skill of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill.

### Smite Spezialist

Prerequisite: Level 3, 3 Levels Paladin

You harness the power of your Oath giving you more flexibility with your Smite Spells.

* You can cast all Smite Spells without losing your Concentration on one other Spell.
	+ You can still have only one Smite Spell active at the same time (no Stacking).
	+ This allows you to Concentrate on one other Spells while still using these Spells.
	+ If you fail a Concentration Check while holding both Spells, you lose Concentration for both spells.

### Spell Sniper

*Prerequisite: Level 3, the ability to cast at least one spell*

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
* Your ranged spell attacks ignore half cover and three-quarters cover.
* You Learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid, or Intelligence for wizard.

### Spell Scriber

*Prerequisite: Level 3, Proficiency with Calligrapher's Supplies **or** Arcana, the ability to cast at least one spell*

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

* You can craft Spell Scrolls with an higher Level
	+ Spell Scroll Level = Charakter Level /2 (rounded up)

* You gain one expertise in Calligrapher’s Supplies **or** Arcana, if you are already proficient in the tool or the Skill. (**Choose 1**)
	+ Crafting Skill Check Ability Modifier: Intelligence (Arcana)
	+ Crafting Skill Check Ability Modifier: Wisdom/ Charisma (Calligrapher’s Supplies)

* In addition you gain one Proficiency in either the “History“, “Religion“, “Nature“ **or** "Arcana" Skill or with Calligrapher’s Supplies.
	+ *You **can't** get an "Arcana" Proficiency **and** Expertise with this Feat.*

### Strixhaven Initiate

*Prerequisite: Level 3, You can only be a part of one College*

You have studied some magical theory and have learned a few spells associated with Strixhaven University. Choose one of Strixhaven’s College: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom.

* You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
* You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
* Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Strixhaven Spells
 Prismari
 Quandrix
 Silverquill
 Witherbloom

### Strixhaven Mascot

*Prerequisite: Level 3, Strixhaven Initate or/ and Warlock: Pact of the Chain (This Feat is **free** to take)*

You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:

* You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom). **(Your Familiar can't take the form of a mascot, if you don't have the Strixhaven Initiate Feat)**
* When you take the Attack action on your turn, you can forgo one attack to allow your familiar to make one attack of its own with its reaction.
* If your familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

### Thrown Weapon Magnet

*Prerequisite: Level 3, Subclass: Path of the Giant/ Fighting Style: Thrown Weapon Fighting (This Feat is **free** to take)*

You’ve honed your ability to lob weaponry into the fray. You gain the following benefits:

* When you **miss** with a thrown weapon attack, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning.
* You can catch and stow as many weapons as you threw in this way.