Level 15

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You became a moving bulwark of pure protection, while wearing a shield you gain the following benefits:

* AC +1
* You count as three quarters cover for every medium or smaller creature, that stands behind you.
* When you get caught in an effect, that targets an area and that has an originating point that you can see (such as the explosion center of a fireball spell) you can use your reaction to create a protective cone behind you facing away from the effects center. You automatically fail your save against this effect, but all creatures in the cone automatically save against the effect.

### Greater Magic Scholar

Prerequisite: Level 15, *at least 2 ( Magic Initiate / Magic Scholar / Advanced 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 4th-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. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.

### Master Dual Wielder

Prerequisite: Level 15, *Dual Wielder*

You excel at dual wielding weapons and gain the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. (Total: +2 AC Bonus)
* When you take the Attack Action, while fighting with two weapons, you may immediately use a bonus action to make two more attacks (Both Attack, are made with your off hand).

### Speed Caster

Prerequisite: Level 15, *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-3rd level Spell as a bonus action, you can cast another Cantrip or 1st-3rd level Spell as an action, as long as this spell doesn’t require material components.

### Spell Former

Prerequisite: Level 15, The ability to cast at least one spell, a spellcasting ability of 19 or higher

You have learned to change the destructive energies of your spells. You gain the following benefits:

* You can change the damage type of your spells to another one of the same list, as shown in the table below:

 Energy
 Mundane
 Substance

* Once per short rest you can change the saving throw of one spell you cast. As long as you change it in the same category as shown in the table below.

 Physical

* Once per short rest you can shape a spell you cast to not affect a number of creatures in the spells area equal to your spell casting ability modifier.

### Strong Will

Prerequisite: Level 15, *Warcaster*

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

* You can concentrate on two 1st/2nd 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.

### Thrown Weapon Master

Prerequisite: Level 15

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 attacks.
* If you throw a weapon as part of an attack, you may immediately draw another one-handed weapon as part of that attack.

### Total Defence

Perquisites Level 15, Improved cover move

Your ability to proctect others increased even more. You gain the following benefits:

**Rallying cry:** As an action you send out a battle cry that boost your allys moral. Each creature you choose within 30ft of you gain 1d6 times your constitution modifier as temporary hitpoints. you can use this once per long rest

**Martyrien shield:** as a reaction you can give one ally within sight resistance against all damage until the start of your next turn. You take the same damage as the target you choose. you can use this a times equal half of your proficiency rounded up

**Shield Charge:** when you move at least 20ft towards an enemy and hit him with a shield attack, the target must succed on a strengh saving throw (DC8+prof+strength mod) or is knocked prone.

### Perfected Bond

Prerequisite: Level 15, (Subclass: 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 one Companion/ Familiar with only your verbal commands (no action required by you).

### Weave Vortex

Prerequisite: Level 15, *Spell Sink*

Your unnatural nature has evolved to rip apart the weave around you, you gain the following benefits:

* Your Bonus against Spells and other magical effects increases to +4.
* Once per long rest you can gain the effects of an anti-magic field as an action, these effects last for one hour. You can suppress these effects as a bonus action and release them again as a bonus action. The time while the effects are suppressed, still counts against the duration of the effect.

## Feats by Race

Feats listed in this section can only be taken by the associated race.

### Centaur

#### Unicorn Blood

Prerequisite: Level 15, no other Blood feature

You have unicorn blood in your veins, that changes your physic, granting you the following benefits:

* Your size becomes large
* You grow a horn on your forehead which can be used as a magical melee weapon. The horn deals 1d8 + your Strength modifier of piercing damage.
* You gain Darkvision up to a range of 60ft.
* The can magically teleports yourself and up to one willing creatures you can see within 5 feet of you, along with any equipment you are wearing or carrying, to a location that you are familiar with, up to 1 mile away. Once you use this feature you can't use it again until you finish a long rest.

### Tabaxi

#### Nine Lives

Prerequisite: Level 15

You have a neck for evading death, you gain the following benefits:

* You gain advantage on death saving throws.
* When you die, you come back to live 1d4 hours later. Once this trait has been used (9 – the number of times you have been resurrected before you gained this feat) times you lose this feature.

### Triton

#### Master of the Sea

Prerequisite: Level 15, Sea Caller

You have mastered your connection to the elemental plains, gaining the following benefit:

* You learn the Conjure Elemental and Tidal Wave spell each of which you can cast once without expending a spell slot. You can only summon elementals connected to the elemental plain of water or air. Once you cast these spells with this trait you can’t do so again until you finish a long rest. Choose Strength, Constitution or Charisma for your Spellcasting ability.

### Vedalken

#### Finding Perfection

Prerequisite: Level 15, *Seeking Perfection*

You have found perfection. You gain the following benefit:

* When you roll a 9 or lower on a check with a tool or skill that you have expertise in, the roll counts as a 10 for you.
* Choose one skill or tool in which you have expertise. You now add two and a halve times your Proficiency bonus to the chosen skill or tool (rounded down).