Level 17

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You have spend your time like only a few people did, to bekomme the very Best (,like no one ever was), gain the following benefit:

* You can choose on Ability Score: raise it by 3 Points, even beyond 20.
	+ *With this Feat you can Level up from 19 to 22, ignoring the ASI-Rule in the Players Guide*

### Iron Will

Prerequisite: Level 17, *Warcaster*

You have learned to controll flow and the essence of two spells at the same time. You gain the following benefit:

* You can concentrate on two 1st - 5th Level spells at once.
	+ While you do so, you can't get advantage on Constitution saving throws, that you make to maintain your concentration on a spell when you take damage.
	+ If you fail your concentration check you lose both spells.

### Legendary Gunslinger

Prerequisite: Level 17, One of the Following: Gunner or Sharpshooter

You can now create Ammunition for every Weapon:

* You can ignore the "loading"/ "Reload" property of any Ranged Weapon
* If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it.
	+ The ammunition created by the weapon vanishes the instant after it hits or misses a target.
* **Guns/ Firearms:** You can add a +2 bonus to the attack role/ Save DC of your guns. (This Includes all "Trick Shots")

### Legendary Alchemy

Prerequisite: Level 17, *Masterfull Alchemy, Alchemist's Supplies, Herbalism Kit or Poisoner’s Kit,*

You have surpassed most of the alchemists and became one of the greatest alchemists who have ever lived, 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 haven't already chosen.)
* The time you need to craft an item with your your chosen Tool is divided by 8.
* Based on your chosen Tools you gain all new Traits:
	+ Alchemist's Supplies:
		- You can use Potions, on your self, with a bonus action.g
		- You can now craft Very Rare/ Legendary potions.
	+ Poisoner’s Kit:
		- When you create a Poison, you can choose a Creature. This Poison ignores Poison Immunitys of that spezific creature.
		- You can now craft every poison.
	+ Herbalism Kit:
		- Your Healing Potions cure one of the following Conditions (Paralyzd/ Poisened/ Blinded/ Deafened)
		- You can now craft all Healing potions.

* If Items crafted with your tool's require a saving throw you can increase the DC by 1 (this also applies when you change the DC as described in the "Advanced Alchemist" Feat) (Total: +2 )
* If items crafted with your tool's deal damage, they now deal an extra damage die. (Total: + 2 extra damage die)

### Lightning Caster

Prerequisite: Level 17, *Quick Caster*, the ability to cast at least one spell

You have mastered the art of performing verbal and somatic components with lightning fast precision. You gain the following benefit:

* When you cast a Cantrip or 1st-5th level Spell as a bonus action, you can cast another Cantrip or 1st-5th level Spell as an action.
* When you cast a spell (up to 5th level) that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
	+ You can use this feature two times and you regain all expended uses of it when you finish a long rest.

### Masterful Magic Scholar

Prerequisite: Level 17, *at least 2 (Magic Initiate / Magic Scholar / Advanced Magic Scholar / Greater Magic Scholar) Feats*

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

* You learn one additional Cantrip from the same list you choose your *Magic Initiate* Spells from.
* Choose one 5th-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 **short** or 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.
* You gain the ability to recast your spells, gained by your *Magic Initiate / Magic Scholar / Advanced Magic Scholar / Greater Magic Scholar* Feats, on a short rest.

### Weapon Master

Prerequisite: Level 17, *Weapon Expert*

You have mastered the art of wielding your favorite weapon. You gain the following benefit: (This Feat replaces the Weapon Expert Feat)

* You can add a +3 bonus to all attacks and damage roles with the chosen (favorite) weapon type.
* You score a critical hit on one number lower than you normally would, with the chosen weapon. (Bsp.: Natural: +19)