Level 12

Go back to Feats

Go to Level 1 / Level 3 / Level 6 / Level 9 / Level 15 / Level 18 Feats

You have heightened your senses over the potential of a normal mortal being. you gain the following benefits:

* While you aren't Incapacitated and can at least hear or smell, you have blindsight up to 30ft.
* Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
* Creatures don't get the benefits of flanking you.

### **Elemental Master**

Prerequisite: Elemental Adept

You've awaken new powers within your Element, not even those who have a natural protection from it are save from it. Choose one of your Elements, you have choosen from the Elemental Adept feat, you then gain the following benefit:

* If you deal damage to a creature with immunity to you associated damage type, the target still takes half the damage.

### Hulking Figure

Prerequisite: Level 12, Strength 17 or higher

You are a broad and formidable size, due to extensive training. You gain the following benefits:

* When you hit a creature with a melee attack, if you used your Strength modifier to hit the creature, you deal an additional 1d6 damage. This damage is of the same type as the weapon attack.
* Whenever you attempt a Charisma (Intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
* When you gain the Sentinel feat you improve all listed size categories by one.

### Last Stand

Perquisites: Level 12

When you have 30 or less Hitpoints left, you can use your reaction to mobilize every bit of strenght you have left. You can increase your hitpoints by 2d4 a number of times equal to your constitution modifier. Your maximum hitpoints increase by that amount as well as heal you for the same. This increase last for 10 minutes. You can use this feature once per short or long rest.

After this 10 minutes you need to succeed on a DC 15 constitution saving throw or suffer 1 level of exhaustion.

### Mental Fortress

Prerequisite: Level 12, *Hardened Mind*

Your mind become a Fortress of pure willpower you gain the following benefit:

* You gain resistance to psychic damage.
* If something forces you to make an Intelligence, Wisdom or Charisma saving throw you can force some of that energy back to its origin. As a reaction you can deal 2d10 plus your Intelligence, Wisdom or Charisma modifier (your choice) psychic damage to the creature that forced you to make the saving throw. This Damage increases when you reach certain levels, 3d10 at level 15 and 4d10 at level 18.

### Sentinel

Prerequisite: Level 12, *Interceptor* or the Protection Fighting Style

You have mastered techniques to take advantage of every drop in any enemy's guard. You gain the following benefits:

* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn if it is large or smaller or has its speed halved for the rest of the turn if its huge.
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

### Spell Sink

Prerequisite: Level 12, *Spell Distortion*

Your unnatural being has started to shield you from magic, you gain the following benefits:

* You gain resistance to damage from spells.
* Once per long rest as an action, you can choose to gain the effects of a protect from evil and good spell for 10 minutes.

### Weapon Expert

Prerequisite: Level 12

You are an expert in the art of wielding your favorite weapon and you learnt a few things doing so. You gain the following benefit:

* Choose one weapon type (Longsword/ Battleaxt/ ... etc.) you are proficient with:
* Once per Short rest, when you make a weapon attack roll against a creature, you can use this trait before or after making the attack roll. You gain a bonus equal to your proficiency modifier for your Attack and Damage roll.

### Witch Hunter

Prerequisite: Level 12, *Mage Slayer*

You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:

* Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
* Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.
* You have advantage on saving throws against spells.

## Class-Feats

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

### ***Cleric***

#### **Improves Channel Divinity**

Prequisite: 12 Level Cleric

Your prayers are more likely to be heard by your deity. Your Channel Divinity feature is empowered.

*Arcane Domain:* The CR for banishing a foe is increased by 1

*Death Domain:* You add one half (rounded down) additional time your cleric level to that damage

*Forge Domain:* You can create items 10-times the normal worth. You only need 75% of the cost in material than usual.

*Grave domain:* Instead of the next time someone deals damage, it is the next two times.

*Knowledge domain:* You gain expertise instead. As a bonus action instead of an action

*Life Domain:* The range is increased to 60ft and you can heal up to it's full health.

*Light domain:* The damage is increased by half your Cleric level and it now dispells blackness as well

*Nature Domain:* Creatures make their save at disadvantage

*Order Domain:* Creatures make their save at disadvantage

*Peace Domain:* Your movement speed for channel divinity is doubled. Your heal increase to 4d6

*Tempest Domain:* You can choose any cleric spell with a range of self or 5ft or higher for your channel divinity, if you do so, the damage of that spells becomes lightning or thunder

*Trickery Domain:* You don't need to hold concentration on your duplicate

*Twilight Domain:* When you choose to end a charmed or frightend condition, you can still give half of the temporary hit points to the target.

*War Domain:* You gain 1 additional attack this turn with the same bonus.

### ***Fighter***

#### **Legendary Resistance**

Prerequisite: 12 Level Fighter

You are a stuborn one, even when you about to fail you won't accept it. You gain the following benefit:

When you use your Indomitable Feature to reroll a saving throw, you can add your proficiency bonus to that roll.

### ***Monk***

#### **Mind over matter**

Prerequisite: 12 Level Monk

Once per Long Rest, you can use an action to regain all KI Points and make a wisdom save DC 22.

* If you fail the roll you gain 1 exhaustion.
* If you fail the roll by 5 or more you gain 2 exhaustion.
* If you fail the roll by 10 or more you gain 3 exhaustion. Exhaustion gained that way can not be mitigated and will affect you even if you would be immune to exhaustion otherwise. It can be healed and recovered through rest normally though.

### ***Paladin***

#### **Aura mastery**

Prerequisite: 12 Level Paladin

As a bonus action you can activate one of the following Aura. This advantage lasts for 1 min.

You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

* **Aura of order**

You and friendly creatures in range of your Aura gain +1 AC.

* **Aura of chaos**

All hostile creatures in range of your Aura gain -1 to their saving throws.

* **Aura  of balance**

When a creature you see misses an attack within your Aura, you can spend your reaction to let it roll one more dice and take the higher result.

### ***Sorcerer***

#### **Metamagic bloody magic**

Prerequisite: 12 Level Sorcerer

You blood is full of magic and now you are able to use it. you can use your action and cast a spell of 1st, through 5th level. you can cast this spell without expending a spell slot. You can cast a spell from your known sorcerer spells. The first time you do so, you need to succeed on a DC 18 constitution saving throw, on a success you suffer no adverse effect. Otherwise, you take 1d12 necrotic damage per spell level immediately after you cast the spell. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

### ***Wizard***

#### **Exchange Student**

Prerequisite: 12 Wizard Level

You gain Proficiency in Arcana, if you already have Proficiency you gain expertise.

When you pick this feature you can choose 3 Level on spells from one other spellcaster list. You can distribute thoose 3 level on Level 1 and Level 2 Spells.

## Feats by Race

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

### Aarakocra

#### Flyby

Prerequisite: Level 12, Dexterity of 15 or higher

You can swoop down quickly and strike with deadly precision, granting you the following benefits:

* You don't provoke opportunity attacks when you fly out of an enemy's reach.
* When you use the Dash action on your turn while flying, you can make a single melee attack against one target, which is in your flying path.

### Aasimar

#### Celestial Mind

Prerequisite: Level 12

Your celestial blood makes it harder for other creatures to control your mind, you gain the following benefits:

* You have advantage on saving throws against being frightened or charmed.
* Other creatures can't read your mind unless you want them to.
* You can communicate telepathically with other creatures you can see, up to a range of 60ft.

### Bugbear

#### Brute

Prerequisite: Level 12

You learned how to hit enemies and how to hit them good, granting you the following benefit:

* When you attack with a melee weapon it deals one extra die of its damage on a hit.

### Centaur

#### Pegasus Blood

Prerequisite: Level 12, no other Blood feature

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

* Your size becomes large.
* You gain a fly speed of 50ft.
* Your hooves damage die changes to a d6.

### Changeling

#### Master of all Forms

Prerequisite: Level 12, *Thousand Faces*

Your transformation skills are at their peak and there are not many who can rival you. You gain the following benefit:

* You can transform into any Creature you are familiar with, that has a challenge rating quarter your level (rounded down) and is huge or smaller. Your statistics change except for your wisdom, Intelligence and Charisma score. You don't get any legendary actions or resistances. When you drop to zero hit 0 hit points, you revert to your normal form with 0 hit points. You can use his feature once and you regain the ability to do so when you finish a long rest.

### Dragonborn

#### Dragon Form

Prerequisite: Level 12

You embrace your draconic blood; you gain the following benefits:

* You sprout leathery wings; you gain a fly speed of 30 feet.

### Hunger for More

Prequisite: Dhampir lvl 12

As part of the attack action make a melee attack against a creature. On a hit the target is considered grappled and restrained by you (Contested DC to break free) Until the grapple is broken the use of vampiric bite has no resource cost.

Once you used this trait you cannot use it again until you finished a short rest.

### Dwarf

#### Runes of Protection

Prerequisite: Level 12, *Cunning Artisan*

You have learned the ancient art of engraving the dwarfen Runes of Protection into gemstones. You gain the following benefits:

* You learn how to craft Ioun Stones (as described in Xanathars Guide to Everything)
* You learn the formula of 3 Ioun Stones up to a rarity of rare.
* The costs and time needed for crafting a runestone is halved for you.
* You can find new formulas on your journeys on the DMs discretion.

### Genasi

For the purpose of associated damage types, consider the following chart:

Associated Element

 Earth
 Fire
 Water

#### Elemental Investiture (Legacy)

Prerequisite: Level 12, *Elemental Adaptation*

Your Elemental ancestors grant you the access to powerful elemental magic. You gain the following benefit:

* You can cast one investiture spell associated with your nature as shown in the table below. Constitution is your spell casting ability for this spell. You can use this feature once per long rest.

 Earth
 Fire
 Water

#### **Forming the Elements (MotM)**

**Prerequisite: Level 12**

You are one with your Home-Element and gain control of it:

* When you attack, you can (as a free action) change the damage type of all spell-, melee- or ranged attacks done by you to your associated damage type. You can use this as part of a reaction. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Goblin

#### Hagedy Hagedy

Prerequisite: Level 12, *Fire in the Hole*

You've developed a new toy, much to the regret of your enemies. You gain the following benefits:

* The costs for crafting your Bombs is halved, and you can craft up to 2 bombs per short rest.
* Your maximum number of bombs now equals your proficiency bonus.
* The gold you need to spend, to build your bombs is halved.
* You invented the BOMB CANNON a portable launcher for your small bombs with which you are proficient. The BOMB CANNON has the following properties: Martial ranged weapon, reach 60/120ft, damage equals the loaded bomb.

### Goliath

#### Intimidating Fighter

Prerequisite: Level 12

Your hulking figure is a sight to behold on the battlefield and people may think twice before attacking you, you gain the following benefits:

* You gain proficiency in the intimidation skill, if you already have proficiency in that skill you gain expertise in that skill.
* You can use your Strength instead of your Charisma when you use the intimidate skill.
* You can use your Action to force each creature of your choise within 30 ft. of you to make a wisdom-saving throw (DC 8+your intimidation score). On a failure the target is feared of you for 1 minute. It can repeat the saving throw at the end of each of its turns. You can use this trait a number of times equal to your proficiency bonus halved, and you regain all expended uses when you finish a long rest.

### Gnoll

#### Gift of Gorelink

Prequisite: Gnoll Lvl 12, Ways of Gorellik

Once per Long Rest, you can call upon your ancestors who met Gorellik. In a 10 minute ritual you can summon one Giant Hyeanodon that will accompany you for one hour or until its hitpoints drop to 0. Alternativly you can forgo the use of rampage on a valid trigger and instead call the Giant Hyeanodon. The Hyeanodon acts directly after your turn.

Giant Hyeanodon

### Halfling

#### Marvelous Chef

Prerequisite: Level 12, *Cooking Expert*

* You became one of the most brilliant chefs, granting you the following benefit:
* You learn the Heroes' Feast spell and can cast it without expending a spell slot. You need Cook's Utensils to cast this spell and the material components change to: Fine meats, vegetables, wine or other ingredients worth at least 500 gp, which the spell consumes.

### Hobgoblin

#### Warlord

Prerequisite: Level 12, *Tactical Genius*

You became a master of combat tactics, granting you the following benefits:

* The range of your Tactical Genius feature increases to 60ft.
* Additionally, while you aren’t in close Combat, every creature benefiting from your Tactical Genius feature, that you can see, gains Pact Tactics.

### Kalashtar

#### Spirit Release

Prerequisite: Level 12

You have learned to release the Spirit bound within you. You gain the following benefits:

* As an action you can release your bound spirit, you choose the spirits appearance the spirit has the statistics of a Spirit. The Spirit is friendly to you and your companions. You can telepathically command the Spirit on your turn (no action required), if it don’t get any commands it acts on its own. You can release the spirit for a total number of hours equal to your Wisdom Modifier. Once you used all hours or the spirit drops to 0 hit points you can’t use this trait again until you finish a long rest. If the Spirit drops to 0 hit points you take 2d10 psychic damage.
* While your spirit is released and within your telepathic range, you can see through your spirit's eyes and hear what it hears.

### Kenku

#### Learning New Things

Prerequisite: Level 12

Your curse causes you to learn new things fast. Granting you the following benefit:

* You can spend 7 hours a day for a total 30 Days to gain proficiency in one skill, tool, weapon or language of your choice.

### Kobold

#### Blessing of the Dragon

Prerequisite: Level 12

Tiamat’s smile falls upon you granting you the following benefits:

* You sprout small leathery wings granting you a fly speed of 30 feet.
* **Legacy**: You lose sunlight sensitivity
* **MotM**: You gain pack tactics.

### Tiefling

#### The Art of The Deal

Prerequisite: Level 12, *The Art of Haggling*

You have learned the channel the blood of your ancestors into your deals granting you the following benefit:

* You can offer and create deals as described in Baldur’s Gate: Descent into Avernus. You choose the wording and form of the deal. If you get a soul offered and receive one you a small silvery cage containing the soul (similar to a Soul Cage Spell), that manifests in an unoccupied space within 5ft of you. You can have a maximum number of active contracts equal to your Charisma modifier + your Proficiency modifier. ----

### Wingspan

#### Prerequisite: Level 12, Wings

Your wings grew stronger.

* Your flying speed while wearing heavy armor is 30 feet.
* While not wearing heavy Armor, you gain a flying speed of 50 feet.

### Tortle

#### Advanced Shell Defense

Prerequisite: Level 12

You have learned to act at least a little bit while in your shell. You gain the following benefit:

* While in your shell you can still use an action to cast spells, as long as those spells doesn’t need material components.
* You can also take the "Attack Action" with an Onehanded Weapon / unarmed Strike.

### 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).

### Warforged

#### Adamantine Components

Prerequisite: Level 12, no *Wood Components*

Over the course of your adventures you have replaced your metal components with adamantine. You gain the following benefits:

* When you don heavy armor, every critical hit against you counts as a normal hit instead.
* You have resistance against bludgeoning, piercing and slashing damage from natural effects, like rockslides or boulders.

### Yuan-ti Pureblood

#### Yuan-ti Form

Prerequisite: Level 12

You have learned to transform yourself, graining the following benefits:

* You learn the polymorph spell and can cast it without expending a spell slot. But you can only transform into snakes. You can cast this spell a number of times equal to your Charisma modifier (minimum of once) and you regain all uses once you finish a long rest.
* You can use 3 of your uses to transform into a Naga (if you have the required level as described in the polymorph spell) You don’t get any spellcasting abilities of the chosen Naga.