Homebrew Infernal Kender Species Details
"You are aware of how people look at you, child of the devil," he remarked. His black eyes, frigid like a winter storm, bore into her heart, and his sudden gravity startled her. "What do they say?" he inquired. "One is an anomaly, two is a conspiracy--"
"Three is a curse," she concluded. "You believe I haven't heard that nonsense before?"
"I'm certain you have," he replied. When she glared at him, he added, "I am not probing your mind, my dear girl. Every Infernal Kender bears this burden. Some succumb to it, some wear it as a badge of dishonor, and some take pleasure in it." He tilted his head once more, studying her with a cunning glint in his eyes. "You fight it, don't you? Like a feisty wildcat, I presume. Every barb and sneer only serves to sharpen your claws."
The fate of the Infernal Kenders is to endure stares, whispers, violence, and insult on the streets, as well as mistrust and fear from everyone they encounter. Their lineage dates back to a pact made generations ago which resulted in the infusion of Asmodeus's essence, the overlord of the Nine Hells, and many other powerful devils serving under him, into their bloodline. They cannot help their appearance and nature as it is a consequence of an ancient sin, for which they and their descendants will always be held accountable.
Infernal and Kender Bloodline
Infernal Kenders are descended from Kender bloodlines and still bear a resemblance to them. However, their infernal heritage has left a clear imprint on their physical appearance. They possess horns, which vary in shape, thick tails that coil or lash around their legs, sharp canine teeth, and solid-colored eyes with no visible sclera or pupil. Their skin color ranges from human-like shades to red, and their hair, which cascades behind their horns, can be dark with various hues of blue, purple, or red.
Self-Reliant and Go-Getters
Infernal Kenders exist in small numbers, mostly in human cities or towns, particularly in above modest quarters where they have professions as hedge wizards or arcticians. They are naturally self-reliant and driven to learn. They lack a homeland and know that they must be strong to survive. Once they have given someone their loyalty, they become a firm friend or ally for life.
Infernal Kender Names
Infernal Kenders have names that fall into three categories: names reflective of their culture if born into another one, names derived from the Infernal language, and names that signify a virtue or other concepts that they strive to embody. Some people are suspicious of Infernal Kenders, assuming their infernal heritage affects their morality and personality, but in reality, their bloodline only grants them infernal magic, not a particular personality or moral compass.
Infernal Kender Traits
Infernal Kenders share certain racial traits with Kenders and Tieflings.Ability Score Increase
Your Intelligence score increases by 2, and your Constitution score increases by 1.
Creature Type
You are a Humanoid.
Age
Infernal Kenders mature and age at the same rate as Kenders.
Size
Your size is Small.
Speed
Your base walking speed is 25 feet.
Annoying Legacy
You learn additional spells, as shown in the Annoying Legacy extended spells.
You choose Int, Cha or Wis as the spellcasting ability for these spells when you choose this race.
You know hellish rebuke and armor of Agathys.
Aura of annoyance
Starting at 3rd level, you can use your action to unleash an aura of annoyance from within yourself by unleashing a string of provoking words and nasty facial expressions, causing hostile creatures within 10 feet of yourself to be compelled to attack you.
- When a hostile creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you and can't willingly leave the aura.
- The aura lasts until the end of your next turn, but on subsequent turns after casting it, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 10 feet away from the affected enemies or if they can neither see nor hear you. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages
You can speak, read, and write Common and Infernal.
Previous Versions
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