Kender, Variant (5e Race)

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Design Note: This race is based on characters and concepts from Dragonlance Campaign Setting.

Kender[edit]

Physical Description[edit]

Despite their small stature Kender are surprisingly strong and agile. The average Kender stands between 3 1/2 feet and 4 feet but some are known to stand nearly 5 feet tall. On average they weigh between 80 and 100 pounds. Eye color ranges from pale blue to hazel, hair is typical sandy blonde, dark brown, or strikingly red/copper. No self-respecting Kender would wear their hair in any style other than a top knot the longer the better. The Kender are a race that keeps a youthful look throughout their years even into old age

tumblr_inline_o5e97yvDHe1r9wm7d_500.png
The heroic Kender Tasslehoff Burrfoot with his Hoopak

History[edit]

The Kender are very carefree race and being the natural adventurers their history is the world's history. Two major events are known to have occurred to the Kender. The first is the exploits of the hero Kender Tasslehoff Burrfoot who brought the god Fizban (Paladine) into common worship, and fought and died in the Chaos war, then through magical means traveled time and space from his death to the War of Souls ultimately allowing the mage Raistlin Majere to the stolen world who would lead the gods there, and finally aiding in the return of the good dragons to Krynn. The second is the arrival of the dragon overlord Malystryx which stripped the Kender in Goodland of their fear resistance, curiosity, and desire to borrow items.

Culture[edit]

Kender have no concept of ownership, and tend to 'borrow' objects that they need in their day-to-day life, this concept has caused other races to view them as a race of thieves, something that Kender take great offense towards, because they believe there is nothing morally wrong with handling something that belongs to someone else. Kender view their kleptomaniac behavior as borrowing or holding because "they fully intend to return it to the rightful owner" and hold thieves in low regard. Many Kender learn to craft and wield the hoopak ( Hoopak (5e Equipment) ) as a signature weapon of their race (The DM may decide if this can replace your starting weapon or not). Kender mature at 20 and begin to feel wanderlust which continues till 70 in which case a Kender may choose to settle down. Kender can live to be over 100 but this is rare due to most not surviving the wanderlust period. Elder Kenders are respected in Kender culture due to this.

Kender typically has an excuse for anytime their accused of theft favorites include: "It must have fallen in my pocket" "You dropped it. I picked it up so I can give it back" "I was just keeping it safe! You never know when someone might try to steal it." etc..

Relations[edit]

Kender are naturally friendly but will express dislike of an person who harms them or their friends. When meeting a new person Kender instantly offer their hand and introduce themselves. If by chance this new "friend" is another Kender the introduction can last hours as the two Kenders excitedly try to trace how their related (Typically through Uncle Trapspringer/ if post the adventures of Tasslehoff he might used as all Kender claim relation to Tasslehoff) then launch into a long process of comparing items, trading, and possibly borrowing from each other. Most races are not as fond of Kender as Kender is of them, however. Elves tend to view the Kender as pests, aside from the freedom-loving wilder elves. Dwarfs often view Kender as thieves, and "lazy, good for nothing doorknobs". Close minded humans tend to view them as annoying thieves. Races that tend to be friendly to Kender are Gnomes, Wild Elves, and Nomads (who view "crazy" folk as divinely blessed) the later two happy to join a Kender in their adventures; though any of the less hostile races may grow fond of the Kender. Hostile races are typically Ogres, Goblins, and other malevolent races who think the only good Kender is a dead one.

Kender Names[edit]

Kender names typically consist of a "chosen" name (usually but not always chosen by themselves) that offers an idea of their achievements, exploits, or live view, and a first name typically appropriated from someone of good standing in hopes of gaining some of their reputations.

Male: Arlie, Buckeran, Jacklin, Kronin, Malon, Pentrien, Tarli, Tasslehoff, Tekel, Tobin

Female: Amari, Amber, Athola, Catt, Emla. Ethani, Mela, Paxima, Teeli

Chosen: Burrfoot, Deeppockets, Flamehair, Lighteyes, Nimblefingers, Quickstep, redfeather, Riddler, Softtread, Thrisleknot Thrisleknot

Kender Traits[edit]

Curious, fearless, and constant borrowers the carefree Kender are the innocence of Krynn these sneaky beings hail from the peninsula Goodland but can be found all over due to the racial desire to explore known as wanderlust that strikes as they come of age.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma and Strength decreases by 2.
Age. Kender mature around 20 and can live to be well over 100 should they survive their wanderlust.
Alignment. Kender are typical non evil and lean toward chaotic due to their innate incorruptibility and borrowing nature
Size. The average Kender stands between 3 1/2 feet and 4 feet but some are known to be nearly 5 feet tall. Your size is small
Speed. Your base walking speed is 25 feet.
Remarkable Eyesight. Kender are blessed with very sharp eye sight useful for finding items to borrow and receive a +2 bonus to Perception.
Luck of the Kender. Due to an undetermined force (possibly abundant optimism) the Kender seems to innately thrive in a harsh world. Kender receive +1 to all saving throw modifiers
Borrowing Nature. Both consciously and subconsciously Kender hold an innate talent for thief work. Kender have +2 to Sleight of Hand checks involving lockpicking and pickpocketing. Additionally, the DM/GM may make a check to see in the Kender subconsciously pockets an item.
Taunting Nature. Kender have a natural skill in insults and sarcasm used to anger or degrade an opponent. A Kender can use the cantrip vicious mockery.
Fearless. Kender have a natural resistance to natural and magic fear. Kender have advantage on checks to avoid being intimidated or frightened by anything except a god/goddess, death knight, or dragon of level 15+. This Feature may be omitted if playing an Afflicted Kender.
Lack of Focus. Due to their hyper active and childish nature Kender have disadvantage on concentration checks
Languages. You can speak, read, and write Common and Kenderspeak and one other language of your choice.
Subrace. Afflicted.

Afflicted Kender[edit]

Afflicted Kender only exist if playing post Malystryx destroying Kendermore (the Kender capitol in Goodland) these Kender have no wanderlust, desire to borrow items for no reason these Kender know they are stealing and know why they need the item), happy innocent nature, and act like ordinary people staying out of direct notice. They typically dress in dark neutral colors to blend in.

Unnoticed. Afflicted Kender lose the fearless, lack of focus, and taunting nature traits but gain the following: Kender receive a +2 to all Stealth and escape-related checks

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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