Ingwaz-touched vitki carry with them the power of
Ingwaz, the rune of earth. Just like the earth below that rarely shifts or moves, they tend to be traditional and conservative people. This does not mean that they are stubborn or unagreeable, however. They value others' ideas and perspectives and they are quite loyal to their friends.
They prefer to make plans and stick to them, even when things go sour. They believe in endurance; to them a good plan should be obeyed, even if the ones following it takes wounds. To them, that is what resilience is.
Mountain Stance
As an Ingwaz-touched vitki, you gain the Mountain Stance ability. Whenever a creature targets you with a spell or weapon attack, you can use your reaction, and spend a sorcery point to add your Charisma modifier to your AC. Additionally, you gain advantage on Strength saving throws against getting grappled, shoved, or being knocked prone.
Burrow
At 6th level you can magically burrow 7 foot into the ground, and stay there for hours. While burrowed, you have Blindsense, and can perceive things that are within 100 feet of you. you can tell the general location of a moving thing within a 100-300 feet radius, by feeling its vibrations. You can sleep while burrowed. Once you use this ability, you cannot use it again until you finish a long rest. You are very hard to detect when burrowed, and you gain +10 to your Dexterity (Stealth) checks to hide. Creatures that have Blindsense or a similar perception can still find your location. Creatures that have Scent can sense you with disadvantage. If you are found, you can be attacked. However, you have resistance against bludgeoning, piercing and slashing dam- age types from nonmagical weapons, only weapons with reach or range can hit you. You can be dug out. It takes 1 minute to dig and make you come out completely. Spells that can manipulate the earth can do this much more effectively. Still, you are normally affected by spells affecting the earth.
Cure from the Soil
At 14th level, while burrowed, you can use 2 sorcery points to heal yourself in the amount of 1d4 + Charisma Modifier. Additionally, you require 1/4th the food and water you normally consume when you are burrowed. The soil also feeds you effectively, and you can use 2 sorcery points to satisfy your thirst or hunger, feeding you for a day.
Unseen Rupture
Starting from 18th level, while burrowed, you can use 2 sor- cery points to cast a spell the same as if you were atop the ground and targeting a creature or an area. For spells that manipulate the earth such as
Move Earth or
Earthquake, you add 1d4 to your spell save DC and spell attack roll, and you can cast them without spending 2 sor- cery points. If you choose to use sorcery points, the spells you use them on become very effective and target creatures make their saving throws with disadvantage.
Comments