Kender in The True Dark Ages | World Anvil

Kender

Kender

Kender are a species not truly native to Earth. They seem to come from a world called Krynn, and a few small enlaves have made their way nto ours. Given their nature, their curiosity obviously got the better of them and they came through a portal of some sort. What is known about them on their own world is as follows: During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge., but not all among them remained as the god created them. Altered by unfettered magic, a group of Gnomes were transformed, and given almost supernatural curiosity, and fearlesness. They were the first kender.   Originating on the world of Krynn, kender are diminuative Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiositythat drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.   Kender sometimes amass impressive collections of curiosities. Some may collect mundane knick-knacks or relics from magical sites, while others may become professional thieves.
by Colonel 101
ability score increase: When determining your character's ability scores, increase one score by 2, and a further score by 1. Alternatively increase three different scores by 1 each.
age: About 100 years unless meeting a violent end.
alignment: Most Kender are Neutral in some way, with a few Good aligned, and rarely if ever Evil.
Size: Small
speed: 30
Languages: You can speak, read, and write Common and Kender
race features:
Creature Type. You are a Humanoid.   Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do again until you finish a long rest.   Kender Aptitude. Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.   Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 ftof yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets, other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kender are a species not truly native to Earth. They seem to come from a world called Krynn, and a few small enlaves have made their way nto ours. Given their nature, their curiosity obviously got the better of them and they came through a portal of some sort. What is known about them on their own world is as follows: During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge., but not all among them remained as the god created them. Altered by unfettered magic, a group of Gnomes were transformed, and given almost supernatural curiosity, and fearlesness. They were the first kender.   Originating on the world of Krynn, kender are diminuative Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiositythat drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.   Kender sometimes amass impressive collections of curiosities. Some may collect mundane knick-knacks or relics from magical sites, while others may become professional thieves.

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