The Vitki in Mannaheim | World Anvil
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The Vitki

Vitki carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses the power of a Vitki; the power chooses them.

Class Features

As a Vitki, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Vitki level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per vitki level after 1st

Proficiencies

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaves, Shortbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a Shortbow and 20 arrows or (b) any Simple Weapons
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two Daggers
  • Spellcasting

    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with runic magic. This font of magic, whatever its origin, fuels your spells.

    Cantrips

    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional vitki cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vitki table.

    Spell Slots

    The Vitki table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.  

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the vitki spell list.   The Spells Known column of the Vitki table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the vitki spells you know and replace it with another spell from the vitki spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your Vitki spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your vitki spells.

    Vitki Origin

    Choose a Vitki origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
  • Æsir-Touched
  • Ansuz-Touched
  • Dragon-Touched
  • Eihwaz-Touched
  • Ingwaz-Touched
  • Isa-Touched
  • Jötunn-Touched
  • Kenaz-Touched
  • Laguz-Touched
  • Sea-Touched
  • Sowilo-Touched
  • Storm-Touched
  • Vanir-Touched
  • Wild Magick-Touched
  • Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.  
  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Vitki table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a short rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  • Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  
  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
  • When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  • You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
  • You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Seeking Spell. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
  • Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Vitki Versatility

    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:   Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.   Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

    Magical Guidance

    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.  

    Vitki Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

    Vitki Spells

    Cantrips

  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
  • 1st-Level Spells

  • Absorb Elements
  • Acid Stream
  • Burning Hands
  • Catapult
  • Caustic Brew
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Oppression of Sowilo
  • Ray of Sickness
  • Ride Like Lightning
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Sudden Awakening
  • Thunderwave
  • Veil of the Thunder God
  • Witch Bolt
  • 2nd-Level Spells

  • Alter Self
  • Binding Ice
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Death’s Frost
  • Detect Thoughts
  • Dragon’s Breath
  • Dust Storm
  • Earthbind
  • Earthen Grasp
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Flame Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Magic Weapon
  • Mental Barrier
  • Mind Spike
  • Mind Thrust
  • Mind Whip
  • Mirror Image
  • Misty Step
  • Perfidious Mischief
  • Phantasmal Force
  • Pyrotechnics
  • Scorch
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snowball Storm
  • Spider Climb
  • Suggestion
  • Thought Shield
  • Vortex Warp
  • Warding Wind
  • Web
  • Wither and Bloom
  • 3rd-Level Spells

  • Antagonize
  • Blink
  • Catnap
  • Clairvoyance
  • Conjure Lesser Demon
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Flame Stride
  • Fly
  • Freedom of Waves
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Lightning Bolt
  • Major Image
  • Minute Meteors
  • Protection from Energy
  • Psionic Blast
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Summon Einharjar
  • Thunder Step
  • Tongues
  • Wall of Water
  • Water Breathing
  • Water Walk
  • 4th-Level Spells

  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Shadow Demon
  • Dimension Door
  • Dominate Beast
  • Ego Whip
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Psychic Lance
  • Sickening Radiance
  • Spirit of Death
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
  • 5th-Level Spells

  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Creation
  • Dominate Person
  • Enervation
  • Far Step
  • Freedom of Winds
  • Hold Monster
  • Immolation
  • Insect Plague
  • Phantom Hand
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Light
  • Wall of Stone
  • 6th-Level Spells

  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Freezing Sphere
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Frost
  • Investiture of Stone
  • Investiture of Winds
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otherworldly Form
  • Otherworldly Form
  • Polymorph
  • Psychic Crush
  • Scatter
  • Sunbeam
  • True Seeing
  • 7th-Level Spells

  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Power Word Heal
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • 8th-Level Spells

  • Demiplane
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst
  • 9th-Level Spells

  • Bifröst
  • Blade of Disaster
  • Gate
  • Mass Polymorph
  • Meteor Swarm
  • Power World Kill
  • Psychic Scream
  • Time Stop
  • Wish

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