Your time channeling cosmic forces has caused your body to be tuned to the energies of a single Outer Plane. Choose an Outer Plane that matches at least one alignment with your Scion of the Outer Planes feat.
(These feats are based on Planar Influences found in Morte’s Planar Parade. As such, some have been edited to better match being used by PCs)
Creatures influenced by Bytopia appear carved, constructed, or sculpted by an expert artisan. You also gain one or more of following traits of the DMs choice:
Phantasmal Dweomer. After being in continuous physical contact with a Tiny nonmagical object for 1 minute, you can imbue the object with one of the following magical properties that can be turned on or off as an action. Each property lasts for 24 hours unless otherwise stated. You can use this a number of times per day equal to your proficiency bonus.
In addition, if you use this feature and your alignment is not Neutral Good or Lawful Good, make a DC 10 Wisdom saving throw. On a failure, roll an even numbered die. An odd value changes your alignment to Neutral Good, an even value changes it to Lawful Good. A long rest or a dispel evil and good spell restores your original alignment.
Light (1 use). The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. As an action, you can throw the object up to 60 feet and cause it to flash blinding light. All creatures of your choice within 10 feet of the object must make a DC 13 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After the object flashes, it loses this property.
Sound (1 use). The object continuously a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. As an action, you can throw the object up to 60 feet and cause it to release an ear-piercing sound that can be heard up to 100 feet away. All creatures of your choice within 10 feet of the object must make a DC 13 Constitution saving throw or be deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After the object makes this sound, it loses this property.
Light and Sound (3 uses). The object uses both the Light and Sound properties. As an action, you can throw the object up to 60 feet and cause it to violently explode with a crack of thunder and blinding light. All creatures within 10 feet of the object must make a DC 13 Constitution saving throw or be both blinded and deafened for 1 minute and takes a number of d6 thunder damage equal to half of your proficiency bonus, rounded down. Passing the check deals half damage, and creatures are not blinded or deafened. You can choose who automatically succeeds the saving throw. The object that had this property is shattered into pieces.
Sounds of Work. Whenever you cast a spell or make a spell attack, you can have the faint sounds of hammering and sawing be heard by you and those affected by your magic.
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