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.
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
Weapons: Daggers, Darts, Slings, Quarterstaves, Shortbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
(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
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
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.
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.
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
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
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
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
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
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
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
Crown of Stars
Delayed Blast Fireball
Draconic Transformation
Dream Veil
Etherealness
Finger of Death
Fire Storm
Power Word Heal
Prismatic Spray
Reverse Gravity
Teleport
Demiplane
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
Bifröst
Blade of Disaster
Gate
Mass Polymorph
Meteor Swarm
Power World Kill
Psychic Scream
Time Stop
Wish
Class Features
As a Vitki, you gain the following class features.Hit Points
Hit Dice: 1d6 per Vitki levelHit 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: NoneWeapons: Daggers, Darts, Slings, Quarterstaves, Shortbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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