Kielich
D&D 2024 feat: Kielich. Source: Fumble. category feats, prerequisite Origin feat General feat Kielich Origin feat. You cannot be a Spirit. With the GM, choose a Spirit that can take over your body, such as a Hell Hound, Dybbuk, Quasit, Dryad, Meenlock, Naiad, Pegasus, Couatl, Living Portent, Adult Faerie Dragon, or Dragon Wyrmling. You share your body with it and it can communicate with you, but it cannot see or hear anything beyond your senses. As a free action, once per round, attempt to assume the Spirit form. Make a Constitution Saving Throw with DC 10 + twice the Spirit's CR. On a success, make a Wisdom Saving Throw with DC 5 + the Spirit's CR. On a failure, the Spirit controls the body for 1d4 hours. On a success, you control the body and can end the transformation as an Action. When you return to your form, make a Charisma Saving Throw with DC 10 + the Spirit's CR. On a failure, your Hit Point maximum is permanently reduced by 1. If the Spirit reaches 0 Hit Points, it returns to the Spirit realm and leaves you Stunned until the end of your next turn. You cannot transform again until the next Long Rest. The Spirit uses your Proficiency bonus unless its own is higher. Increase its relevant DCs and bonuses at character levels 5, 9, 13, and 17 with the GM. Origin feat General