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. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.

### 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.

### Combat Healer

Prerequisite: Level 9, Proficiency: Medecine

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:
	+ Poisoned/ Frightend/ Incapacitated
* As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's level. The creature can't regain hit points from this feat again until it finishes a short or long rest.

### **Expert Poisoner**

Prerequisite: Level 9, Expertise in Poisoner’s Kit, Adept Poisoner

In the research for your poisons, you’ve managed to push their efficiency even further.

* You now deal half of the damage of your poisons and poison spells, if your enemy has immunity to that damage type. This does not affect their immunity to the poisoned condition.
* You can apply poisons to your weapons and ammunition as a bonus action and the poisons you create have a DC of 8+your Proficiency Bonus+your Intelligence Modifier.

### Interceptor

Prerequisite: Level 9, *Shield Master*

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 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 your shield, roll a d10 plus your constitution modifier and reduce the damage by that amount.

### Improved Cover Move

Perquisites Level 9 and Cover Move

Your Cover Move! improves, you can move up to your movement speed now.

* If the attack, that you redirect with this feature hits you, you get your reaction back.
* Also the base damage of your shield attack increase to 1d8.

### Iron Gut

Prerequisite: Level 9, *Alcoholic*, Constitution 13 or higher

You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:

* You have advantage on Saving Throws against being poisoned.
* Upon completing a long rest, you regain 2 additional spent Hit Dice.
* While you are "drunk", as an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest, the maximum Number of Hit Dice you can spent is equal to a third of your character level (rounded up). You can use this ability once before you must finish a short rest.

### 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.

### Polearm Master

Prerequisite: Level 9

You can keep your enemies at bay with reach weapons. You gain the following benefits:

* When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d6, and it deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

### 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 1st level Spell as a bonus action, you can cast another Cantrip or 1st level Spell as an action, as long as this spell doesn’t require material components.

### 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. (This trait also works with Thrown Weapons)

### 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, that can curse someone like the Bestow Curse

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. When you use an effigy doll you gain the following benefits:

* The target of the curse has disadvantage on their initial saving throw.
* The target of your curse does not know that you tried to curse them upon a successful save against being cursed.

## Feats by Class

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

### **Artificer**

#### Magical Workshop

Prequisite: 9 Level Artificer

You are a genius crafter and now you even have your own pocket workbench.Expendable and with the smell of new wagon. You gain the following benefit:

Magic Workshop: On a long rest you can set up your workshop. With this you can craft 1 common magic item from the shopping list, or up to two consumeable common or uncommon magic items. The crafting cost are 150% of the items marketprice.

Transmutating resources: You can transmute gold into any kind of crafting material or spell component. The worth of gold to material is 1:1 (like a diamond for revivify)

Gadget recipes:

You learn to craft the following uncommon consumables:

*Chattergrab.* Parts of this gadget look like gnashing metal teeth. This gadget hurles towards a creature you can see within 60 feet. The creature must succeed on a DC 14 Dexterity saving throw or take 4d8 piercing damage and be incapacitated until the start of your next turn. Half as much on a successful one and it isn't incapacitated.

*Phasmoball.* You launch this gadget to a point you can see within 30 feet of yourself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius sphere. Each creature within the sphere must succeed  a DC 14 Wisdom saving throw or take (2d10) psychic damage and be frightened of you until the start of your next turn. Half as much on a successful one and it isn't frightened.

*Thunderscream.* This gadget emits a screeching wave of sound in a 30-foot cone originating from you. Each creature in that area must make a DC 14 Constitution saving throw, taking (6d6) thunder damage on a failed save or half as much damage on a successful one.

*Flashbang.* This gadget emits a bright light a 40-foot-radius sphere. Each creatures within the spehre must succeed on a DC14 Dexterity saving throw or take (4d6) fire damage on a failed save and is blinded until the start of your next turn. Half as much on a successful one and it isn't blinded.

Shield-o-tron. This gadget is a little helper and can cast a wall of force right behind it. This wall is 5ft wide. And you or any other creature can take cover behind it. After 1 minute the gadget breaks and the wall vanishes. The shield-o-tron is immune to damage and has an AC of 17, his other stats are all at 8. But if it's hit by a source that would deal damage, there is a 5% chance that this gadget explodes and deals (3d10) fire and (3d10) piercing damage to each creature within 10 ft of the gadget. It also explodes if a source would deal 20 damage.

Each of those gadgets cost 500 gold to buy and weigh 5lbs. Despite being being a consumables, outside of you magic workshop (crafting cost 750 GP) each gadget takes 7 days to craft and you can't use more than half your proficiency bonus as gadgets per long rest.

### **Barbarian**

#### Titanic grip

Prerequisite: 9 Level Barbarian, no Dualwielder feat

You are now able to wield two handed or heavy weapons in one hand. While holding a 2h weapon in one hand you can't make pole arm attacks. While wielding two weapon that way and if you have two weapon fighting style, you ac Increases by 1.

If you have this feat it counts for the Prerequisite for master dualwielder.

### **Druid**

#### Bound to nature

Druid level 9

Choose one when picking this feat:

Earthbound

You can use your reaction to prevent being moved forcefully. If you do vines grow around you in a 10 ft radius restraining every creature of your choice that fails a Str-save against your Spell-DC. They are restrained until you leave the spot you are in by any means and they can break free using an action to repeat the save or dealing 20 damage to the vines. (Vine AC 15) 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.

Stormbound

You can use your reaction when you are attacked. You gain +5AC against this attack. If the attack misses you you can teleport to a free space within 15ft of you. 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.

Firebound

You can use your reaction when you are hit by a meleeattack to deal firedamage equal to PBxD6 to the atracker. If the attack has been made with a metallic weapon the attacker has to make a Con-save DC your spell dc  or drop the weapon. Until the start of you next turn any interaction with that weapon will deal PBxD6 firedamage. 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.

Waterbound

You can use your reaction when being hit to gain resistance to piercing, bludgeoning, acid and fire. If the attack was a meleeattack the attacker has to succeed a Dex-Save DC against your spell dc or loose multiattack until the end of its turn. 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.

## Feats by Race

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

### Aasimar

#### Enhanced Transformation

Prerequisite: Level 9

You learned to improve your celestial transformation (Necrotic Shroud, Radiant Soul or Radiant Consumption), you gain the following benefits:

* You can use your transformation a number of times equal to your Charisma modifier (minimum of 1), before you must finish a long rest.
* When your transformation causes you to take damage it now doesn't.

### Bugbear

#### Heart of Hruggek

Prerequisite: Level 9

Hruggek saw you in battle and he liked it, as one of his favorites he grants you the following benefit:

* You have advantage on saving throws against being charmed, frightened, paralysed, poisoned, stunned, or put to sleep.

### Changeling

#### Thousand Faces

Prerequisite: Level 9

You learned to change your body in a way only few of your kind have mastered, you gain the following benefits:

* You can use your Shapechanger features to sprout additional limbs like tails or wings.
* You can take the form of any creature you are familiar with up to a size of large, your game statistics stay the same, except for speed (movement, fly, swim or burrow)

### Dragonborn

#### Dragon Senses

Prerequisite: Level 9

Your draconic senses have heightened, granting you the following benefits:

* You gain Darkvision up to a range of 60ft.
* You gain Blindsight up to a range of 10ft.

### Firbolg

#### Natures Friend

Prerequisite: Level 9, *Speak with Beasts and Plants*

You love nature and nature loves you, which grands you the following benefits:

* Difficult terrain made from plants doesn't cost you extra movement.
* You always find shelter when you travel in natural terrain.
* As a bonus Action on your turn you can call out for the environment to aid you. While in natural terrain nature will help you in combat, you can describe the effect. If the effect would deal damage the DM determines it. (Many birds attack your enemies, a small rockslide knocks your enemies prone etc.) Your save DC for such effects equals 8 + your Wisdom modifier + your proficiency modifier. Once you use this feat you can’t use it until you finish a short or long rest.

### Genasi

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

Associated Element

 Earth
 Fire
 Water

#### Spell Forming

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

Your elemental ancestry lets you change the appearance of your spells, granting you the following benefit:

* If you cast a Spell that deals acid, cold, fire, lightning, or thunder, you can change the damage type of this spell to your associated damage type. 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.

### Gith

#### Illithid Slayer

Prerequisite: Level 9, *Illithid Hunter*

You trained hard and enhanced your abilities to stand up against your hated foe. You gain the following benefits:

* You gain resistance against psychic damage.
* You have advantage on saving throws against being stunned by aberrations.
* When you hit an aberration with a melee weapon attack you deal an extra 1d8 psychic damage to that target. If the target has resistance to psychic damage you ignore that resistance (Except Flumps we all love Flumps).

### Goliath

#### **Not so Little Giant:**

Prerequisite: Level 9

Whenever size matters in any way you can choose if you count as medium or large. Such as Pushing, Shove ect.

### Gnoll

#### Demonic fangs

Prequisite Gnoll Lvl 9 Ways of Yeenoghu

Withering Rampage: When you reduce a creature to 0 hit points or critically hit you can move up to your movement speed towards a corpse and make a bite attack. If it hits you gain temporary hitpoints equal to the damage and the corpse raises as a gnoll witherling. It reverts to its original form after one minute, if its HP drop to 0 or if someone resurrects the target.

The gnoll witherling gains a bonus on saves and to hit equal to your proficiency bonus and acts at the end of your turn. You can only have one Gnoll Witherling active.

Gnoll-witherling

### Gnome

#### Superior Tinkering

Prerequisite: Level 9, proficiency in Tinkering Tools, *Cunning Artisan*

Your decade long studies in mechanics finally paid off and you learned how to create little constructs. You gain the following benefits:

* You learn how to speak, read and write Modron
* You can spend 1 workday and expend gold for materials, equal to 100GP x the Modrons CR to, create a Modron that aids you on your travels. The Modron listens to your verbal commands (a verbal command requires a bonus action) but can act on its own in combat. The Modrons are all one size category smaller than the stat block says.
* The combined CR of all your Modrons can never exceed half your proficiency bonus (rounded up).

### Half-Orc

#### Mark of Gruumsh

Prerequisite: Level 9, *Orcish Fury*

Killing invigorates you to such a degree, that some would say Gruumsh himself has his eye on you, granting you the following benefit:

* When you reduce a creature to 0 Hit Points you can move as a reaction up to your movement and make an additional attack against a creature in range. This movement doesn’t provoke opportunity attacks. If you can’t use the movement without the attack.

### Hobgoblin

#### **Wall of Iron**

Prerequisite: Level 9

You are a born Commander, and you know it.

* You gain +1 AC, as long an ally is 5 ft. within you.
* If you take the Help action, it enables you to make one weapon attack or Cantrip which uses an Action as bonus action. 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.

### Human

#### Master of Improvisation

Prerequisite: Level 9

Improvising comes natural to you there is no situation you can’t solve by improving. You gain the following benefits:

* You gain proficiency with improvised weapons.
* If you use an item, you can do so as a bonus action (this includes non-spellcasting abilities of magic items).
* You can use an action to fashion a simple device from things you have at hand. This can include an improvised weapon, a small explosive, a trap or something else at the DMs discretion.

### Kobold

#### **Dragon Cry**

Prerequisite: Level 9

* **MotM**: The Range of your **Draconic Cry** goes up to 30 feet and last till the end of your next Turn.
* **Legacy:** **Grovel, Cower and Beg** can be used as a Bonus Action up to 30 Feet Range, you also gain advantage from it.

### Orc

#### The Color of Blood

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color red, the color of blood, granting you the following benefit:

* When you reduce a creature to 0 Hit Points you can move as a reaction up to your movement and make an additional attack against a creature in range. This movement doesn’t provoke opportunity attacks. If you can’t use the movement without the attack.

#### The Color of Death

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color white, the color of death, granting you the following benefits:

* You have advantage on death saving throws.
* When you drop to 0 hit points you can choose to trop to 1 instead. Once you used this feature you can’t use it again until you finish a long rest.

#### The Color of Darkness

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color black, the color of darkness, granting you the following benefits:

* You can see normally in magical and non-magical darkness up to a range of 120 feet.
* While in darkness you don’t provoke opportunity attacks.

### Shifter

#### Advanced Shifting

Prerequisite: Level 9

You have learned to bring your shifting abilities to the next level. You gain the following benefits:

* You can now use your Shifting ability a number of times equal to half your proficiency bonus (rounded down)
* You gain additional benefits while shifting depending on your sub-race as described in the table below

 Long tooth
 Swiftstride
 Wildhunt

### Tiefling

#### Infernal Form

Prerequisite: Level 9

You have embraced your infernal blood, gaining the following benefits:

* You sprout leathery wings, granting you a fly speed of 30 ft.
* You can use your horns as a melee weapon, dealing 1d6 + your Strength modifier piercing damage.

### Warforged

#### Ancient Wood Components

Prerequisite: Level 9, no Overheat, no Mineral Components

Instead of steel or Stone your main components are made from wood and leaves. You gain the following benefits:

* Once per day you can drink water/ blood as an action to regain hit points equal to 3d6 + your Constitution modifier.
* When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier. (AC 15 with racial bonus)