Bestiary · Humanoid

Vanir PR 1

Vanir

Vanir are a long-lived, fine-boned elven line raised in the courts of the Vanir houses. The houses kept their spell-craft through the centuries after the First Continuum Crisis, along with the court etiquette that went with it, and both are still taught. Vanir are found at court and in the houses' own halls.

A Vanir
Physiology
Humanoid, Elemental
Size
Medium
Speed
30 ft.
Armor class
14 (court weave)
Hit points
38 (7d8 + 7)
Proficiency
+2
  • STR 10 +0 save +0
  • DEX 16 +3 save +3
  • CON 13 +1 save +1
  • INT 15 +2 save +2
  • WIS 14 +2 save +2
  • CHA 16 +3 save +3
Skills
Persuasion +5 , Deception +5 , History +4
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Common, Vanir
Found in
Settlement

Equipment

Traits

  • Spell-Born

    The vanir has advantage on saving throws against being Charmed and cannot be put to sleep by a spell.

Actions

  • Rapier

    +5 to hit · reach 5 ft.

    1d8 + 3 piercing damage

    A thrust of the vanir's court rapier.

  • Sidestep Reaction

    When a creature within 5 feet misses the vanir with a melee attack, the vanir moves 5 feet without provoking opportunity attacks, and the attacker has disadvantage on its next attack roll against the vanir this turn.