Homebrew Afflicted Kender Race Details

Small and Unnoticed

When Malystryx the Red came to Ansalon, she immediately set to taking over the Goodlund Penninsula and kendermore. A combination of the intense dragonfear that surrounded the tremendous wyrm with the foul magic she used to change the land and its inhabitants gave kender a taste of a trait they rarely have experienced: fear. These kender were permanently altered and forced to "grow up" in the wake of being driven from their homeland, and having many friends and relatives die horrible deaths via ogres or the red dragon's very own fire.

Unlike the kender that remains unnafected by this sorrow, the Afllicted prefers to go unnoticed and use to wear plain colors, browns and greens beign the most used. They try to avoid greay, for it reminds them the color of the ashes.

Sad and Cautious

Though upon initial inspection and meeting of afflicted kender one can't tell a difference between them and other kender, after awhile the traits associated with afflicted kender can readily be seen. The afflicted kender will be still kind, but will try not to be the center of attention and when it comes down to serious and dangerous situations, there's an unmistakeable determination and seriousness with the way afflicted kender handle them, as opposed to the devil-may-care attitude of true kender.

Not Thieves, Handlers

Kender do not generally believe in the concept of personal property, apart from a few family heirlooms or personal items, which they guard jealously. Kender also believe that stealing from someone is one of the worst things you can do, as so few possessions actually matter. 

However, Kender do believe that "handling" is not only acceptable, it is to be expected. Other races would describe Kender handling as the philosophy that any item not being actively held on to and interacted with by a person can be borrowed, and returned...if the Kender remembers to do so. And if they forget, it's no big deal. Kender will almost always return an item they have handled if asked for it.

Kender also tend to be masters of thieves' tools. A common Kender saying is, "A lock insults the purpose of a door." Kender happily break into any home, tomb, chest, or locked item or location, reasoning that some cruel person must have put that lock on there to make life harder than it needs to be.

Afflicted kenders, however, refrain themselves a lot more to take a look into other's pockets or houses. They still have their innate curiosity and some objects still fall into their pockets unadvertely, it's just that they refrain a lot more to do it. Wich some other finds... unsettling when they reat the Afflicted kender.

Afflicted Kender Traits

Your kender character has a number of traits in common with all other kender.

Ability Score Increase

Your Dexterity score increases by 2. Your Charisma score increases by 1. 

Age

A Kender reaches adulthood at the age of 15 and generally lives about a century.

Alignment

Most Kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They try to fight against the dragon overlords and their natural kindness resluted in broken hearts when they saw the suffering the Red One brought upon them and Ansalon.

Size

Kender average about 3 feet tall and weigh about 25-30 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Curious

You had extreme difficulty resisting picking locks, be they on chests, doors, chambers filled with monsters, jail cells. Now you try to use that knowledge to get out of troubles. Fortunately, you have proficiency with thieves' tools.

Always Watching

The Afflicted kender are always looking for trouble, trying not to get surprised and always with a escape route in mind. You gaint the benefits of the Alert feat.

Take Care of Yourself

Despite the fact that some people came to aid the kenders, the afflicted had learned the hard way that not all the people had the best intentions always. They have become good at reading others corporal language and they are suspicious. You gain proficiency in the Insight skill. 

 

Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Taunt

You have a remarkable ability to get under someone's skin. As an action, you may choose one creature who can hear and understand you. Make a Charisma (Performance) check, resisted by the target's Wisdom (Insight) check. 

If you win, the target must use its next action to attack only you. If you are outside of its attack range, it must charge at you and may only dash until it reaches you or its turn ends. The target attacks you with disadvantage.

If the target wins the contest, it is immune to your Taunt for 24 hours.

Languages

You can speak, read, and write Common and Halfling.

Afflicted Kender Traits

Your afflicted kender character has a number of traits in common with all other kenders.

Ability Score Increase

Kenders are nimble and agile. 

The sadness that surrounds the afflicted kender tends to make others softer when treating with them.

Take Care of Yourself

 

Despite the fact that some people came to aid the kenders, the afflicted had learned the hard way that not all the people had the best intentions always. They have become good at reading others corporal language and they are suspicious. You gain proficiency in the Insight Skill.

Taunt

 

You have a remarkable ability to get under someone's skin. As an action, you may choose one creature who can hear and understand you. Make a Charisma (Performance) check, resisted by the target's Wisdom (Insight) check. 

If you win, the target must use its next action to attack only you. If you are outside of its attack range, it must charge at you and may only dash until it reaches you or its turn ends. The target attacks you with disadvantage.

If the target wins the contest, it is immune to your Taunt for 24 hours.

Always Watching

The Afflicted kender are always looking for trouble, trying not to get surprised and always with a escape route in mind. You gaint the benefits of the Alert feat.

Curious

 

You had extreme difficulty resisting picking locks, be they on chests, doors, chambers filled with monsters, jail cells. Now you try to use that knowledge to get out of troubles. Fortunately, you have proficiency with thieves' tools.

Speed

Your base walking speed is 25 feet.

Size

Kender average about 3 feet tall and weigh about 25-30 pounds. Your size is Small

Alignement

 

Most Kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They try to fight against the dragon overlords and their natural kindness resluted in broken hearts when they saw the suffering the Red One brought upon them and Ansalon.

Age

A Kender reaches adulthood at the age of 15 and generally lives about a century.

Kender Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

You can speak, read, and write Common and Halfling.

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