Level 13

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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.

### Bulwark

Prerequisite: Level 13

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

* AC +2
* You always 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. 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.

### Masterfull Alchemy

Prerequisite: Level 13, *Advanced Alchemy,* 2 Proficiencys: Alchemist's Supplies, Herbalism Kit, or Poisoner’s Kit

Your potion/ poisons have become more potent, while your skills grow. You gain the following benefits: (This Feat replaces the Advanced Alchemist Feat)

* 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 quartered.
* Based on your chosen Tools you gain two new Traits:
	+ Proficient with Alchemist's Supplies: Alchemist Potions
		- You gain advantage to identify Potions/ Poisons.
		- Using your Alchemist's Supplies, gain a 10% cost reduktion.
		- You can now craft up to Rare potions.
	+ Proficient with Poisoner's Kit: Poison
		- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
		- The Poisons you create do ignore Resistances.
		- You can now craft poison with an value of up to 1200 gold.
	+ Proficient with Herbalism Kit: Healing Potions
		- Potions of Healing that you craft heal an extra 2d4 hit points.
		- You can now craft up to Uncommon potions + Superior Healing Potions.

* If the Item requires a saving throw you can change the DC to a number equal to (8 + proficiency bonus + your Intelligence/ Wisdom modifier).
* If items crafted with your tools, that deal damage, they now deal an extra damage die. (no Change)

### Sentinel

Prerequisite: Level 13

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.

### Weapon Expert

Prerequisite: Level 13

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:
	+ When you make a weapon attack, (with the choosen weapon typ) you can spend one use of this feature, to gain a +3 bonus for your Attack and Damage roll.
		- You can use this feature before or after making the attack roll.
		- You can use this feature four times and you regain all expended uses of it when you finish a short or long rest.

### Weave Vortex

Prerequisite: Level 13, *Weave Distortion*

Your unnatural ability to distort the weave is spreading out from your body. You can even rip the weave around you apart.

* Your Bonus against Spells and other magical effects increases to +4.
* Once per long rest, as an action you can gain the effects of the Antimagic Field Spell.
	+ These effects require no Concentration and last for 10 Minutes.

* All Spellcasters have disadvantage on spell attacks (or other magical effects), targeting you or a creature within 10ft of you.
* You gain resistance to damage from spells.

### Witch Hunter

Prerequisite: Level 13, *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 and other magical effects.