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Vanir-Touched

Most children of the Vanir have no idea from where their powers and blood come from. Some defy Óðinn and his pantheon, and those who accept him as the Allfather.

Vanir Magick

The Vanir are adept in the magic that ruled the untameable wild of the realm before Óðinn's conquest. Decending from the Vanir, you can tap into the wild as well as your own magic. While learning a new spell, you can choose one among the Seiðr spell list as an alternative to spells in the Vitki Spell list. The Spell you choose becomes a vitki spell for you.

Future Sight

As an action, you can activate one of the following abilities:
  • You can be first in the initiative. If there are other creatures with this feature or a similar power that involves time, you contest your initiative check with those creatures normally but surpass the rest.
  • If you are suprised, when you activate this ability, rather than being first in the initiative, you roll for initiative along with the creatures that suprise you.
  • You can have advantage on any one of your actions. If you are casting a spell that requires a saving, target creature(s) make their saving throws with disadvantage, instead.
  • You can deny being suprised if you and your party are suprised by hostile creatures. Your foes cannot benefit from suprise when they attack you.
  • You can use these features from this list as many times as your Wisdom modifier (minimum once). You regain any expended uses once you finish a Long Rest.

    Deny Fate

    Starting at 6th level, whenever you or one of your allies within 300 feet of you fail a saving throw, take damage, or fall unconscious; you use your reaction to deny the event and negate it.   Once used, you cannot use it again until you finish a short rest.

    Wisdom of the Forefathers

    Starting at 14th level, by spending 1 sorcery point, you can add your Wisdom modifier to any damage you deal; or any attack roll, ability (skill) check or saving throw you make.

    Shift Paradigm of Time

    Starting at 18th level, you gain the ability to shift your passage through time and diverge it from others'. With your will manipulating it, time starts to flow slower for you. You can choose to take an additional action on your turn. You can even cast an additional spell by spending an additional 4 sorcery points.   You can use this feature a number of times as many times as your Charisma modifier (minimum once). You regain any expended uses once you finish a Long Rest.

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