Kender
Ability Score Increase CHA +1
Size Small
Speed 25ft
Traits:
Age: Adult hood at 25. Can live to be 100.
Alignment: Tend toward good or neutral aspects of chaos.
Languages: Common, Sylvan, Kender
Kender Weapons: You are proficient in Kender weapons.
Fearless: You cannot be frightened by normal or magical means.
Fey Origin: You are considered a Fey creature for the purpose of effects that relate to creature of origin. You have advantage on checks to resist charm and cannot be put to sleep by magical means.
Taunt: You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. You know the Vicious Mockery Cantrip. Beginning at 3rd level you can cast the spell Tasha's Hideous Laughter once per long rest.
Kender Magic: Your life in the Feywild has given you an innate ability to create extra space to keep all your things in. Beginning at 5th level you can cast the spell Leomund's Secret Chest once per day to call the chest forth and send it away again. Charisma is your spell casting trait for this spell.
Kender Pockets: Kender constantly pick things up and pocket them, and then often forget about them. Kender can search their pouches, pockets and backpack for any named item that could conceivably fit, and add it to their marked inventory. They do so by rolling 1 D100, the closer to 100 the closer to the intended item.
- A roll of 100 will grant the player the sought after item.
- A roll of 80-99 will grant the player a helpful item, but not the sought after item
- A roll of 33 - 79 will grant the player an item that resembles the sought after item, but is unhelpful.
- A roll of 1-33 will grant the player an item that is unhelpful and in no way resembles the sought after item.
The GM chooses what item is found except on a natural 100. A Kender can't search for the same item like this again until they have spent 1 day in a town or city.
Kender are a subrace of halflings. You will need to reference the Halfling section of the Players Handbook (pg26).
Kender are descendants of Halflings that centuries ago made their way into Sithean Mohr through the various world-falls on the planes during a grand wanderlust. Once in Sithean Mohr the halflings became enthralled with the chance to explore a new magically saturated land and they decided to establish Kenderhome in order to remain permanently. Over the generations the kender have become saturated with the inherent magic in the Wylds and became fey themselves.
Physical Traits
Kender are a small slight race that rarely grow over 4ft in height. They greatly resemble the material planes halflings with a few defining features. They have pointed ears similar to elven ears. As they age they gain a wizened appearance of laugh lines, and crows feet that become common around age 40. They do not however grow grey to have deep wrinkles. All kender wear their hair in a top knot that carry's a sense of racial pride. Their skin tones and hair color vary, similar to humans.
Attitudes and Beliefs
Kender have a child like wonder for the world and tend to behave like children for it. They have little control over their emotions and experience them at high levels other than fear. Telling them not to do something will make them prone to commit the act instead. Their boredom can push them to do awful things that can endanger everyone around them as well as themselves. Kender who have been traveling for long periods of time and have gained significant life experiences begin to better understand situations and will make more informed decisions.
Kender have no concept of ownership, and tend to "borrow" objects. They do so not out of necessity, but are often drawn to certain types of items or feel they are being helpful. To a kender, any unattended item is considered "lost" and they will pick it up, often with the intention of returning it to the owner. However, the excitement of life often sends them on a different path and the owner is never located, so the item stays in the kender's possession until it's needed.
Kender have little sense of danger. Every unexplored corridor, nook, and cave is a new adventure. Kender are deadly loyal to their friends and collected family, often being brave to a fault to protect them.
Kender view death as the next big adventure.
Kender Communities
Kender tend to live in large cities, smaller towns don't hold the same excitement for them. However, the occasional kender will show up for a pit stop in less populated areas during their intense wanderlust of the mostly unexplored wilderness of Sithean Mohr.
Kender tend to hold jobs that keep them traveling. Caravan Guards, Hire hands, and the occasional traveling merchant.
There is a racial home for the kender, named Kenderhome, that has been lost to the younger generations. Most of them have never set foot into the city but know it from stories passed on the roads. The older generation usually have maps with vague directions on how to get to Kenderhome, if you can find one of the older generations that is. The kender's innate fearlessness tend to keep the population in check.
Playing a Kender
Kender are excitable and fearless. They wander the realms looking for adventure and pick up their adopted families along the way. Every kender, at some point in their life, experiences an intense wanderlust. They must go, must get out, they don't know where but they have to go. The timing is different for every kender, but most experience wanderlust around young adult hood in their early 20s. Kender will pick up items along their travels that are left unattended. These lost items are kept safe until the owner requests them or the item is used.
Kender tend to have small families, and they usually don't see each other for long periods of time. Some parents will stay in a village or town to raise a child. Most parents will wait until the child can walk before handing them off to a caretaker and continuing wanderlust. Therefore a lot of kender 'families' tend to be unrelated aunties, uncles and cousins. Kender also like to collect names. They're born with one sir name and travel the world in search of their own name, and sometimes extras.
Common Names: Lockpick, Shoehorn, Earwig, Tumblr, Clip, Dagger, Bearchase, Haversack, Ruby, Shelli
Common Sir Names: Nimblefoot, Thornprick, Stubblecheek, Dreamseer, Suncatcher, Silverhoof
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