When you are affected by unusually heavy emotions, deep seeded Feywild magic is let loose, transforming you to more closely resemble your Eladrin family from the Feywild. When both you and the DM agree that your character is experiencing unusually heavy emotions, you gain the following:
- You instantly transform into the season most closely related to your current emotional state. When this happens, your new appearance causes the following effect:
- Winter. Sorrowful Presence. Any non-eladrin creature within 60 feet of you must make a wisdom saving throw of DC 8 + proficiency modifier + charisma modifier or be charmed by you for 1 minute. When charmed this way, the creature has disadvantage on ability checks and saving throws. The saving throw can be repeated at the end of each of the creatures turns, or when you harm it in any way.
- Spring. Joyful Presence. Any non-eladrin creature within 60 feet of you must make a wisdom saving throw of DC 8 + proficiency modifier + charisma modifier or be charmed by you for 1 minute. The saving throw can be repeated when you harm it in any way.
- Summer. Fearsome Presence. Any non-eladrin creature within 60 feet of you must make a wisdom saving throw of DC 8 + proficiency modifier + charisma modifier or become frightened of you for 1 minute. The saving throw can be repeated at the end of each of the creatures turns.
- Autumn. Enchanting Presence. Any non-eladrin creature within 60 feet of you must make a wisdom saving throw of DC 8 + proficiency modifier + charisma modifier or be charmed by you for 1 minute. The saving throw can be repeated when you harm it in any way.
- You regain your expended use of 'Fey Step' if you already used it.
- You gain two additional uses of 'Fey Step' which can be used in the next 10 minutes.
- When you use 'Fey Step' within 10 minutes of transformation, you gain the following until the end of your next turn.
- Limited Magic Resistance. You have advantage on saving throws against spells and other magical effects.
- Fey. You are considered a Fey creature.
- Innate magic. When you cast a spell or use another magical effect that requires material components which have no specific cost, you can treat these components as unnecessary for casting the spell.
- Until your next long rest, non-harmful effects of your associated season linger in a 10 feet radius sphere centered on you:
- Winter. Cold. The air is notably colder, causing sensory effects like: breathing out creates a white cloud, small ice particles appear on objects, cold breezes cause shivers and creatures quickly get goosebumps. Anyone that can see you emotionally feels your sorrow.
- Spring. Joy. Fresh breezes of air swirl and carry pleasant scents of blossoming flowers. They can emotionally sense the joyfulness and excitement your season brings, making them feel energized, but this does not disturb their own logical way of thinking.
- Summer. Heat. The air is notably warmer, while you and everything you are wearing and carrying seems to reflect light that shines upon you, making you glow gradually when exposed to light sources. This light isn't enough to classify as dim light and won't reveal your own or other's location.
- Autumn. Content. The air is calm with light breezes swirling, carrying the sounds of rustling leaves. Creatures can emotionally sense the pleasantness and warmth your season brings, making them feel at ease, but this does not disturb their own logical way of thinking.
- Your normal seasonal personality traits and flaws are noticeably amplified, strengthening urges to act the way appropriate to your current emotional state. For example, in winter you might seek solitude and shy away from a fight, or in summer you get overconfident and completely absorbed in a fight, seeking up the front-line as much as possible. It does however not affect your capability to think rationally.
- Until your next long rest, the DM has the option to give you a minor bonus to one of the following checks through interaction with other creatures:
- Winter. Cold. Advantage on Charisma checks made to keep something to yourself, shy away from a fight or to defend yourself.
- Spring. Joy. Advantage on Charisma checks made to cheer up someone or bring some happiness in a sad crowd.
- Summer. Hothead. Advantage on Charisma(Intimidation) checks or Initiative checks, always seemingly seeking for a fight or problem.
- Autumn. Content. Advantage on Charisma checks when trying to act as an emissary of peace.
Choosing and Using This Feat. This feat is not meant to be chosen like a feat when you get an Ability Score Improvement and as such isn't balanced in the like. It is modeled after the Eladrin creature as described in Mordenkainen's Tome of Foes. The DM can give any Eladrin creature this feat to add depth, roleplay capability and flavour to the class, or can bestow this on a Eladrin Player Character as a minor boon. The Player Character itself cannot control when this feat is used, and always needs the DM to approve of the usage of it. If one of both parties (the PC or DM) feels like something would trigger this feat, they can call it out to the other. If both parties agree, the feat can be used.
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Posted Oct 16, 2022Doesn't work with the new Eladrin