Level 9

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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 3rd-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.

### Bodyguard

*Prerequisite: Level 9, Constitution 16*

You have your friends back and they know it, while wearing a shield you gain the following benefits:

* When a creature within 5ft of you would get hit by an Attack Action (All Attacks) you can step between that attack as a reaction, changing the target of the attack to you and potentially make it miss.
* When someone hits you with a ranged attack you can use your reaction to reduce the damage with a *"shield"*, roll a d10 + your Constitution modifier + your charakter level and reduce the damage by that amount.

### Combat Healer

*Prerequisite: Level 9, Healer*

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, as an action, you can spend one use of a healer's kit to cure one oft he following Conditions:
	+ Blinded / Frightend/ Incapacitated/ Stunned / Paralyzed / Poisoned

### Ember of the Fire Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:

* **Fire Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d10** fire damage.
	+ You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Born of Flame:** You have resistance to fire damage.
* **Searing Ignition:** When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + Strength/ Constitution, or Wisdom modifier). On a failed save, a creature takes fire damage equal to **1d8** + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only.
	+ You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

### Fury of the Frost Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:

* **Frost Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d6** cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
	+ The saving throw DC for this effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Born of Ice:** You have resistance to cold damage.
* **Frigid Retaliation:** Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + Strength/ Constitution, or Wisdom modifier). On a failed save, the creature takes cold damage equal to **1d8** + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn.
	+ 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.

### Great Weapon Master

*Prerequisite: Level 9*

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
* Before you make a melee attack with a heavy, two handed weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

### Guile of the Cloud Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

* **Cloud Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d4** thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
	+ The saving throw DC for this effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Cloudy Escape:** When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself.
	+ 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.

### Keenness of the Stone Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:

* **Stone Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d6** force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
	+ The saving throw DC for this effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Cavernous Sight:** You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
* **Stone Throw:** As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses Strength/ Constitution, or Wisdom. On a hit, the rock deals **1d10** force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + Strength/ Constitution, or Wisdom modifier) or have the prone condition.
	+ You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Magic Regeneration

*Prerequisite: Level 9*

You have learned to regain some of your magical energy. Once per day you can recover expended spell slots.

* You can choose expended spell slots to recover. The spell slots can have a combined level that is equal to 5.
	+ *(Bsp. 1x 5th level spell slot/ 2x 2nd & 1x 1st level Spell slot)*

### Mental Fortress

*Prerequisite: Level 9*

You have trained your mind to be more resilient against mind influencing effects. You gain the following benefits:

* You gain resistance to psychic damage.
* You have advantage on saving throws, against Enchantment spells or other mind influencing effects.
* You can always add your proficiency bonus against Enchantment Spell saves.
	+ If you succeed the saving throw you can force some of that energy back to its origin.
		- As a reaction you can deal 2d10 psychic damage to the creature that forced you to make the saving throw.
		- This damage increases when you reach certain levels (3d10 at level 13 and 4d10 at level 17).

### Mystic Conflux

*Prerequisite: Level 9*
You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:

* You can attune to up to four magic items at once.
* You can cast the Identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again.

### Quick Caster

*Prerequisite: Level 9, 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 Spell (up to 2nd level) as a bonus action, you can cast another Cantrip or Spell (up to 2nd level) as an action.
* When you cast a spell (up to 2nd level) that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
	+ Once you use this feature, you must finish a long rest before you can use it again.

### Sharpshooter

Prerequisite: Level 9

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with ranged weapon that you are proficient with, you can choose to take a **-5** penalty to the attack roll. If the attack hits, you add **+10** to the attack's damage.

### Soul of the Storm Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:

* **Storm Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d6** lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
	+ The saving throw DC for this effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Maelstrom Aura.** As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + Strength/ Constitution, or Wisdom modifier). On a failed save, the creature’s speed is halved until the start of its next turn.
	+ You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Thrown Weapon Master

Prerequisite: Level 9, Fighting Style: Thrown Weapon Fighting

You excel at thrown weapons and gain the following benefits:

* When you take the attack action to throw a weapon with the "Thrown" property, you may immediately use a bonus action to make two attacks with a "Thrown" weapon.
	+ These must also be "Thrown" Weapon attacks.

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an "Thrown" Weapon attack with weapon that you are proficient with, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage.

### Vigor of the Hill Giant

*Prerequisite: Level 9, Martial Weapon Proficiency*

You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:

* **Hill Strike:** Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
	+ The target takes an extra **1d6** damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
	+ The saving throw DC for this effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Bulwark.** When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.
* **Iron Stomach.** Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

### Warcaster

Prerequisite: Level 9, the ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

### Weaver of Maledictions

Prerequisite: Level 9, the ability to cast at least one spell

You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. You use these effigy dolls to gain the following benefits:

* You can cast the "Bestow Curse" spell (at 3rd 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.
	+ For the spells’ spellcasting ability you choose Intelligence, Wisdome or Charisma, when you choose this trait.
* Whenever a "Cursed Creature" makes an attack roll or a saving throw, the target must roll a **d4** and subtract the number rolled from the attack roll or saving throw.