Vonír

The isle of Khii is home to a fiercely traditional kingdom ruled by an Emperor and caste system that leaves little room for individuality. Though some Khiiar residents choose to sway from the path laid before them and leave of their own accord, others are thrust out by the ruling class. Often knowing nothing but their upbringing, some choose the life of the **Vonír**, serving the ideals their masters instilled in them even as they travel a far away land.

The Vonír are adept using many weapons, and while often associated with weapons of traditional Khiiar make, are never beholden to them. Credit is often given to the smiths of the northern isle for making weapons of superior quality, but in reality it is the tactics and willpower of these northmen that give them their fearsome reputation in battle.

While these warriors have no leaders or masters, there are Vonír of note that have helped solidify their vaunted status. The most well known is the Order of the Gyr, a warrior guild of mercenaries that operates out of Valoren (proper). Their commander, Ghiryom Den, has made a point of challenging and besting even the most fearsome gladiators of the Ludus Moderatii, ensuring immediate recognition for his people and his way of life.

No matter where you fight, there are few sights more spine-chilling than seeing a lone Khiiar warrior approaching your battlements before the eve of a battle; and knowing that if you have the coin to spare you may live to see another moon.

## Fighter: Vonír

**Fidelity Bonus.** Khiiar humans and half-elves receive Inspiration at the start of every session.

**Ancestral Fighting Styles.** If you choose either the Archery or Dueling fighting style, you also receive the other. You cannot replace these once selected.

### Path of the Vonír

Starting at level 3, you can solidify the path you walk by choosing one of the below.

* **Path of the Mistwalker**. The wanderer, the vagrant. This vonír makes a living waging war as a sword for hire, and can utilize the training of their homeland to command lesser warriors. The vonír has advantage on any social checks when interacting with members of military organizations, or with leaders seeking military aide. When using Action Surge, you can command a willing creature within 30 feet that can hear you to take an action using their reaction.
* **Path of the Seadrake**. The helmsman, the salt. This vonír drifts from port to port, usually as a big game fisherman or bodyguard to less swarthy and more wealthy sailors. A life on the seas has made them expensive and deadly deckhands. You gain proficiency in Vehicles (Water), and double your proficiency bonus if you already have it. You add 1d6 to the damage of any attack against a creature with a swim speed.
* **Path of the Steppehunter**. The hermit, the predator. Living a life in the wilds, away from humans, has hardened this vonír to the wilderness. A horse and open plains provide company to these solemn men. They have the Highlander ancestral feature (found in Human, Khiiar) and obtain a horse regardless of background. They also have proficiency in Animal Handling, and if your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

### The Warrior's Way

Starting at 7th level, after you make an attack with a Bow or a weapon wielded in one hand, you can stow that weapon and draw the other as part of the attack.

### Arts of the Ancestors

At 10th level, you are assisted by the spirits of your ancestors based on the path walked. After an art of the ancestors is used, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

* **Hazehaste**. Those that walk the path of the mistwalker are able to slip in and out of the elements like ghosts. When obscured by low light, fog, or mist, the vonír can use the Misty Step spell as a bonus action.
* **Homeward Gale**. Those that walk the path of the seadrake are able to ride a sure wind that always carries them in the right path. When outside, the vonír can use the Warding Wind spell as an action. It lasts 1 minute and does not require concentration.
* **Fylgya**. Those that walk the path of the steppehunter can call upon the ancestral spirit guardians of their lineage. These often take the form of falcons, wolves, or other animals native to the ancestral home of the vonír. The vonír can use the Summon Beast spell, counting the level of spell cast as equal to their proficiency bonus. It lasts 1 minute and does not require concentration or material components.

### Honourbound

Few vonír can ignore their origin in the Outrider Corps, Emperor's Guard, Dragon Monastery, or other noble house or military outfit: and will protect their allies as their honor dictates. Starting at 15th level, when a creature within 5 feet of you is hit with an attack, you can use your reaction to instead be hit by the attack.

### Paragon

At 18th level, the vonír is a local legend, and has come far from the rejected or disgraced soldier they once were. Creatures that can hear you within 30 feet are immune to the Frightened condition, and when you use your Second Wind feature gain half the amount as temporary hit points.