The Path of Skaði in Mannaheim | World Anvil
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The Path of Skaði

Skaði is the Vanir Goddess of Winter, Mountains, Snowshoes, and the Hunt, especially with Spear, Sling and Javelin. Wathes walking the path of Skaði, Goddess of Winter are those that inhabit the coldest places, be they in the far north or in high mountain passes. They defend the fringe villages in Jarldoms' boundaries against monsters and worse, such as the mighty Frost Jotunns. They excel in surviving in the cold, and can, in fact, bring the might of winter down on their foes through tactics and Vanir spells.

Native of the Cold

At 3rd level, you gain proficiency with skis, and gain resistance to conditions while traveling in cold and/or snowy weather. This resistance applies to the weather and does not include cold damage. Additionally, you choose from one of the following features:   ● Sliding Movement. Your movement speed increases by 10 ft. It increases by 20 ft. If you are moving down an incline.   ● Heat Practice. You are immune to the effects of cold weather, and you can choose to have resistance against a spell or an attack that deals cold damage a number of times equal to your Constitution Modifier. You regain these uses after a Long Rest.

Path Spells

You learn certain spells at the Wathe levels noted in the table below. These spells count as Wathe spells for you, but they don't count against your total number of Spells Known.   3rd: Ice Knife   5th: Gust of Wind   9th: Sleet Storm   13th: Ice Storm   17th: Control Winds

Guerilla of the Mountains

At 7th level you gain one of the following features of your choice:   ● Slalom. You move in graceful, cautious zigzags. Your AC is increased by 2 when you use your movement and by 3 when you use your action to Dash.   ● Imbalance. After you make an attack and hit a creature (you were aiming for), you can use your reaction to knock the same creature prone if it fails a strength saving throw made against your spell save DC.

Frostbitten

At 7th level, you become more used to the cold magic you wield, able to use it offensively and defensively. You gain resistance to Cold damage and whenever you deal cold damage to a creature it must make a Constitution saving throw against your spell save DC, or it can't use reactions until the start of your next turn.

Iron-Mind

By 11th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Hunter in the Snow

At 11th Level, you gain one of the following features of your choice: ● Prey in the Frost. While in Arctic or Mountainous regions, when you hit a creature with a weapon attack, the creature takes an extra 2D8 damage. ● Snowblind. You can use your reaction to make a creature within 10 ft of you blinded with snow or dust for 1d4 turns on a failed Dexterity save made against your spell save DC. ● Wintermute. When you are in heavy obscured areas of Winds, Fogs or other Cold effects, instead of being blinded you can see up to 20 ft.

Champion of the Divine Huntress

Starting at level 15, you become a Champion of Skaði and are blessed by her. You gain resistance to cold damage and if you are wearing an item that provides you with resistance to cold damage, you become immune instead.

The Most Dangerous Game

Your supernatural instincts allow you to predict your foe's attacks. Starting at 15th level, after you hit a creature with a weapon attack, any time that creature damages you until the start of your next turn, the damage is reduced by an amount equal to your Wisdom modifier (minimum of 1 hit point).

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