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.
- 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.