Base Class: Sorcerer
Children of Vanir are sorcerers who descended from Vanir. Odin hunted down most of the Vanir and their mortals in the time of conquest, but some still survived and got assimilated into societies of Svilland’s present. Many children of Vanir have no idea from where their sorcerous powers and blood come from. Others know some stories about their origins and have some ideas or quests relating to it. There are children who defy the Odin and his pantheon and are branded as heretics, and those who accept Odin as their All Father as well. Children of Vanir have some powers over time, and they realize the prize of wisdom when they move forward in their path.
MAGICK OF VANIR
Vanir were adepts in both magic of the runes that Odin found and sent to the realm, and magic that rule the untamable wild of the realm before the conquest of Odin. Descending from Vanir, you can tap into the wild as well as your sorcery magic. While learning a new spell, you can choose one among the druid spell list in alternative to spells in your sorcerer spell list. The spell you choose become a sorcerer spell for you.
FUTURE SIGHT
At 1st level you perceive time more deeply than folks and creatures of Svilland. Occasionally, you can glimpse into immediate future and react to it. With Future Sight, by spending 1 sorcery point you can activate one of the following abilities;
• You can always choose to be first in the initiative. If there are other creatures with this power or a similar one that involves time, you contest with those creatures normally but surpass the rest.
• You can deny being surprised if your party is ambushed.
• You can choose to take Advantage on one of your actions.
WISDOM OF FOREFATHERS
Vanir and their descendants are said to be very wise. At 6th level, you start delving into this wisdom and let it guide you along with your Charisma. Starting from 6th level, you also add your Wisdom modifier as proficiency to any skill, feature, or ability that leans on Charisma modifier.
DENY THE FATE
At 14th level you gain the Deny the Fate ability. With slight manipulation in the immediate future, you can bypass some outcomes. When a result happens, such as a killing blow on one of your allies or a deadly magic cast and succeeded by a creature, you can choose to cancel it and make the creature rerun its turn or make an immediate (1 turn) event disappear or be re-lived. Once you use this feature, you cannot use it again until you finish a long rest. You cannot use this feature to deny this feature and regain your slot.
SHIFT PARADIGM OF TIME
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. As a bonus action and by spending 1 sorcery points, you can add an action (maximum 3) to your turn. This action can be selected from all types action, from a bonus action to a move or attack action. You can cast a spell in that additional action.
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