You are a coward, but you use that to your advantage. Once a long rest, you can cast the spell Fear on yourself. You must do this directly after a long rest. This spell always succeeds, no matter if you have another feat that says you can’t be charmed. This spell follows you around and has different effects than normal. While this self-inflicted Fear is in effect, it lowers your Strength, Wisdom, and Charisma by one, and makes you more jittery and less likely to do anything outside of your comfort zone. You also have disadvantage on attack rolls. You may dispel this Fear as wanted.
On your turn (outside of and during combat), as a bonus action you can transfer this fear to an enemy creature that you can see up to 60 feet away. With a flash of bravery, make an attack roll against this creature (without disadvantage). On a hit, the effects of this modified Fear go to that creature. The Fear lasts on this creature until it hits one ouf your allies. On a miss, the fear bounces off of this creature straight into your face, and you take 1d4 psychic damage as the Fear grasps your mind before disintegrating. All changes directly related to this feat evaporate.
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