Ansuz-touched Vitki carry with them the magical nature of
Ansuz, the magic rune, and the run of
Óðinn. They are better attuned to spells that are not related to the elements, but instead to the fabric of magic itself. Their personalities tend to be wise, curious, or both. They like to investigate, learn new secrets, and uncover things that were previously unknown to them. What drives them is the chase for facination and discovery.
Ansuz Magic
Your affinity to arcana gives you the option to learn spells from the wizard spell list. While learning a new spell, you can choose one among the wizard spell list as an alternative to the spells in your vitki spell list. The spell you choose becomes a vitki spell for you
Attuned to Magick
Starting at 1st level, you can cast
Detect Magic and Detect Runes as cantrips. It is always active on you. The Dungeon Master can make a secret Wisdom (Insight) check to hint at you to use, your ability to Detect Magic or Detect Runes.
Magical Adept
At 6th level, you gain the following features:
Adept of Magics. You can learn one spell from any class' spell list in each vitki level, starting at 6th level.
Differ Location (Metamagic). You can shift the location of your spells' source in the eyes of your foes. By spending 2 sorcery points, you can make the spell seem like it has emerged from somewhere else within a 20 feet radius.
Magical Incarnation
At 14th level, you gain the following features:
Magic Clone. You create a magical clone of yourself, which does not require concentration. This clone has Hit Points and Armor Class equal to yours, but it cannot take physical actions or attacks. Instead, you can use your clone as the source of your spells. For example, you can target an area with your Fireball spell within the range of your clone, instead of yourself. When you are using Twinned Spell Metamagic, you can pick a secondary target that is in range of your clone. If you are picking the same target or area with your clone, you have advantage on your spell attack, or a target creature has disadvantage on its Dexterity saving throw. Your clone remains intact for a minute, and you cannot summon it again until you finish a long rest. Locational Shift. Whenever you are targeted by a spell, a spell attack or weapon attack, you can use your reaction to swap places with your clone, by spending 2 sorcery points, if your clone is within 30 feet of you.
Master of Magick
At 18th level, you gain the following features:
Magic Resistance. Whenever you are targeted by a spell or spell attack, you can use your reaction and spend 2 sorcery points to have advantage on your saving throws against the spell,or make the creature casting it, have disadvantage on its spell attack.
Dual Existence. You can use your Locational Shift feature as a bonus action. If you use it as a reaction, you don't need to spend: sorcery points to use the feature.
Consume the Essence. If your clone is within 30 feet of you, you can choose to consume its essence and destroy it. When you do so, you gain Temporary hit points equal to half of your hit dice number of d4s.
Blast of Magick. For 4 sorcery points, you can destroy your clone and blast it into pure magical energy. Creatures within 30 feet of it must make a Dexterity saving throw against your spell save DC. They take your clone's current hit points as force damage on a failed save, half as much on a successful one.
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