Homebrew True Kender Species Details

History

Kender are creatures from the land of Krynn. They claim descent from tinker gnomes, cousins of dwarves, who descend from humans cursed by Reorx. Due to this heritage, they are capable of reproducing humans, resulting in half-kender. Kender have built a reputation to be a race of fey children who never grew out of the inquisitive stage of their lives that all children possess. Their incessant need to know why and vulnerability to boredom has earned them infamy as trouble makers. Because of their curiosity and inability to control it, they often will wander without fear and cause trouble for others. Even worse is the fact that they have a history of kleptomania, and thus a racial propensity towards sticky fingers, as they are constantly picking pockets, opening locks, and generally getting out in the world making a nuisance of themselves.



Society

People say it is a miracle any kender exist anymore due to their self-destructive nature. Having a society of them would be akin to having a village run by curious children. They actually do not have villages, luckily perhaps. Instead, they make small groups of duos or trios and travel together. Occasionally, they are singular members of mixed adventuring groups. The nature of kender requires that they have a buddy system or they will inevitably die due to curiosity. One option is they have another curious soul with them, namely another kender. Together, they at least can coordinate well and avoid trouble. The other option is to have an actual sensible person play the adult and condition them into learning properly of dangerous situations. People find them generally annoying, as they are prone to stealing even from people they consider allies.


Personality

Kender have no concept of ownership, and tend to "borrow" objects, which they never return. They do so not out of necessity, sometimes for fun. To a kender, there is nothing morally wrong about this, because the concept of ownership is nonexistent. They also have little sense of danger, being like numb to it when they are curious. The exception to this is the afflicted subrace of the kender, who were turned paranoid by corruptive influences from the evil overlords. Regardless, kender are best characterized by their tendency to behave like children. Telling them not to do something will make them prone to commit it. Their boredom can push them to do awful things that can endanger everyone around them as well as themselves.

True Kender Traits

Kender Traits

Ability Score Increase

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

Darkvision

Darkvision. Accustomed to the darkness of twilight, you have superior vision in the dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Taunting Nature

Taunting Nature. Kender are skilled at exploiting the psychological weaknesses of others. You know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.

Nimble Fingers

Nimble Fingers. You just happen to "acquire" things which are not yours. You are proficient in the sleight of hand skill.

Languages

Languages. You can speak, read, and write in Common and either Gnomish, Dwarvish, or Halfling.

Fearless

Fearless - True Kender are immuned to being Frightened.

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