Level 18

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You have such a great connection to your element, that you truly mastered it.

You gain the following benefits:

* You are immune to the element  you choose for the other feats.( Only one element at a time)
* You ignore any immunity to that chosen damage type.
* When a attack hits you that deals damage corresponding to your element, you can use your reaction to absorb it's energy and heal yourself by the damage that would be dealt instead. You can uses this feat  as often as half your proficiency per long rest.

### **Master Poisoner**

Prerequisite: Level 18, Expert Poisoner

You just made a groundbreaking discovery! Now nothing is safe from you and your poisons!

* From now on, the DC of the poisons you craft increases to 8+your Poisoner’s Kit tool bonus.
* Your poisons and poison spells now ignore immunity to the poisoned condition.

### Masterful Ability

Prerequisite: Level 18

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 18, *Strong Will*

You have learned to weave the essence of two spells together. You gain the following benefit:

* You can concentrate on two 1st - 5th Level spells at once. (meaning the Spell-Level, not Spell Slot)
* While you do so, you don't get advantage on Constitution saving throws to maintain them.
* If you fail your concentration check you lose both spells.

### Legendary Gunner

Prerequisite: Level 18, 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: You can add a +2 bonus to the attack role/ Save DC of your guns. (This Includes all "Trick Shots")

### Lightning Caster

Prerequisite: Level 18, *Speed 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.

### Masterful Magic Scholar

Prerequisite: Level 18, *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. 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 18, *Weapon Expert*

You have mastered the art of wielding your favorite weapon. You gain the following benefit:

* Choose one weapon you are proficient with. You can add half your proficiency bonus (rounded down) to the attack and damage role with the chosen weapon.
* You score a critical hit on one number lower than you normally would, with the chosen weapon.

### Unbreakable

Perquisite: Level 18 and a Total Defense.

Your constitution increase by 2 to a maximum of 22.

* Each time you take damage you can reduce that damage by your constitution modifier, before resistances and vulnerabilities are calculated. you can use this a number of times equal to your proficiency bonus. no action required
* The range you can move with your covermove is doubled.
* You gain **Martyrien Devotion:** As a Bonus action you can activate an aura by reducing your hitpoint maximum by 20. The aura is 30 ft arround you. Each non hostile creature in this aura has+2 AC and resistance against any damage, but if a target effected by this aura takes damage, you take the same amount of damage (Imunities, resistances and vurnerabilities are ignored for this damage). this aura last for 1 minute