Wildling Type: Kedel
"Curiously, the Kedel have started calling the Draelish 'Dragonlords.' Now where would they have gotten that name from?" -Minor Mage from the city of Creation, sent to Karich to study the Kedel
First encountered hiding underground within an abandoned dungeon in the Ekavarian town of Sweetscent in 2550, the Kedel were discovered by a group of adventurers who, despite a series of skirmishes that left a large part of the Kedel pack incapacitated, offered them protection and a home at the budding town of Karich near Mafect.
The Kedel are a group of reptilian, hyena-like Wildlings who like to dig tunnels, live underground, pile up rocks in remembrance of past deeds, and generally stay out of sight during the day until night falls. Small in number, it has yet to be seen what kind of culture may develop given enough time and resources, or if there are other groups out there in the Wilds. What has been observed so far, however, is that they are quick to adapt an environment to their standards, adorning their walls with makeshift trophies from discarded items, setting up traps for the next meal who comes walking in, and sectioning off designated hunting grounds for pack feasts using an assortment of scrap effigies and stacked rock totems.
Gameplay Traits
- Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1. The Kedel are known for their Dexterity and Intelligence, adapting to new environments with scrappy enthusiasm and clever innovation. It is recommended to put 2 in Dexterity and 1 in Intelligence, though Kedel can come in a variety of different natures.
- Creature Type. You are a Humanoid. You are also considered a Dragon for any prerequisite or effect that requires you to be a Dragon.
- Size. Your size is Small. Kedel are typically around 3 feet tall, with some of their stockier brethren reaching 3 1/2 feet in height.
- Speed. Your walking speed is 25 feet.
- Languages. You can speak, read, and write Kredl (Draconic and Drael are distant cousins) and one other language that you and your DM agree is appropriate for your character, such as Regional (a catch-all term for the region's main language, also known as Common). Unlike Draelish, Kedel can produce sounds such as B, F, V, Th, and O due to having lips, unlike their more draconic cousins.
- Age. Young Kedel grow quickly while in the egg, and within a few hours after hatching, they are already walking about. They generally reach full size and development by about 12 years of age, living to about 60 years, with a few exceptionally old Kedel reaching 70.
- Alignment. Kedel value leadership, though they prefer to work under a form of ordered chaos rather than a strict hierarchy. They are typically Lawful Neutral with a dash of inspired Chaos.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
- Pack Responsibilities. Each Kedel has a different ability that helps extend the life of the group. Choose one of the following options for your Kedel.
- 1. Arcane Leader. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this trait).
- 2. Shield Bearer. If you have proficiency with shields, you can use a bonus action to bash an opponent within 5 feet of you with your shield, dealing 1d4 bludgeoning damage. Strength is your ability modifier when attacking. Additionally, if you have the Shield Master feat, you can add your Strength modifier to the damage roll.
- 3. Scrappy Innovator. You have proficiency in one of the following skills of your choice: Acrobatics, Arcana, Investigation, Stealth, Sleight of Hand, or Survival. Additionally, you have proficiency in one of the following tools of your choice: Alchemist's Supplies, Cook's Utensils, Mason's Tools, Thieves' Tools, or Tinkerer's Tools.
- 4. Warren Warrior. You have proficiency with improvised weapons.
- Hide, Run, and Shirk. You can hide as a bonus action. You gain a +3 bonus to Stealth checks when in caves or underground tunnels.
- Trap Expert. You have advantage on Perception checks to detect traps and saving throws to avoid them.
- Aspect of the Elderblood. Ancient power lingers within you, granting you unexpected abilities should you unlock them. You can use this trait to activate the abilities below a number of times equal to your proficiency bonus (sharing the same charge pool), regaining all expended uses when you finish a long rest.
- Fleeting Inheritance. Starting at 3rd level, as a bonus action, you let out a cry at your enemies within 10 feet of you, shaking the ground slightly and filling them with dread and unease. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.
- Glimmer of Might. Starting at 5th level, as a bonus action, you can choose to roar instead, forcing each creature of your choice within 10 feet of you to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you until the end of your next turn.
- Curse of the Elderblood. You have disadvantage on saving throws against being charmed by Dragons.
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