I have an Eladrin Wild Magic Sorcerer in our group. Eladrin get a free fey step (misty step) once per long rest as a racial feat. Her Eladrin is also always in a season (fall/winter/spring/summer) and they change seasons every long rest. Up until now this has been only a change to the physical appearance of the character in hair color as well as mood. This has been a great prompt for role playing and flavor but we wanted to try to play into that with a custom feat. So after all that, I'm looking for feedback on balance for this.
You gain an additional charge of Fey Step. Both charges restore after a long rest. After using your second charge roll on the wild magic surge table. Rolling in this way resets tides of chaos.
Your Fey Step grants additional effects based off your current season:
Summer: You glow brightly and being to heat up exploding in a bright light. After you teleport all creatures within 5 ft radius must made a Dex saving throw. They take 2d6 fire damage or half as much on a failed save. On failed save they are set on fire. This effect can occur before or after the teleport but not both. Creatures set on fire take 1d10 damage per round until they or someone else uses an action to put it out.
Autumn: When you use your Fey Step up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter: Leave behind an ice sculpture of yourself. It has 10 HP and an AC of 5. When the effigy's hit points are reduced to 0 it explodes sending shard of ice in a 10 foot radius. All creature in a 10 foot radius of the effigy must make a Dex saving throw. They take 3d8 ice damage of half as much on a failed save. If it isn't destroyed, the effigy will remain until the next dawn.
Spring You can use your action to touch a creature and teleport it anywhere within 30 feet that you can see. Hostile creatures must make a Charisma saving throw against your spell save DC. Willing creatures may choose to fail the saving throw.
Thanks!
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I have an Eladrin Wild Magic Sorcerer in our group. Eladrin get a free fey step (misty step) once per long rest as a racial feat. Her Eladrin is also always in a season (fall/winter/spring/summer) and they change seasons every long rest. Up until now this has been only a change to the physical appearance of the character in hair color as well as mood. This has been a great prompt for role playing and flavor but we wanted to try to play into that with a custom feat. So after all that, I'm looking for feedback on balance for this.
You gain an additional charge of Fey Step. Both charges restore after a long rest. After using your second charge roll on the wild magic surge table. Rolling in this way resets tides of chaos.
Your Fey Step grants additional effects based off your current season:
Summer: You glow brightly and being to heat up exploding in a bright light. After you teleport all creatures within 5 ft radius must made a Dex saving throw. They take 2d6 fire damage or half as much on a failed save. On failed save they are set on fire. This effect can occur before or after the teleport but not both. Creatures set on fire take 1d10 damage per round until they or someone else uses an action to put it out.
Autumn: When you use your Fey Step up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter: Leave behind an ice sculpture of yourself. It has 10 HP and an AC of 5. When the effigy's hit points are reduced to 0 it explodes sending shard of ice in a 10 foot radius. All creature in a 10 foot radius of the effigy must make a Dex saving throw. They take 3d8 ice damage of half as much on a failed save. If it isn't destroyed, the effigy will remain until the next dawn.
Spring You can use your action to touch a creature and teleport it anywhere within 30 feet that you can see. Hostile creatures must make a Charisma saving throw against your spell save DC. Willing creatures may choose to fail the saving throw.
Thanks!