Kenders

In the dawning moments of Wyrmdream, from the very dreams of the Sleeping Wyrm Ophyxia, came forth the Kender. They were not born of solemn thought or iron will, but were the spontaneous manifestation of the Mother’s most playful, curious, and innocent thoughts given form. They are as such the embodiment of joy without malice, and their very existence is a testament to the unburdened and lighthearted side of the great and terrible cosmos. Small and resembling children with large pointed ears, their bodies are covered in mischievous tufts of hair, and their soft, rounded features belie a relentless and untroubled spirit.

A People Without Fear

The defining trait of the Kender is their complete and utter lack of fear. They possess no concept of it and therefore have no word for it in their tongue. This profound immunity, a gift of their dreamlike origin, has made them intrepid explorers and has saved them from the horrors of the world, but it has also proven to be their greatest peril. For they know no self-preservation, and had it not been for their utility to other, more grounded races, they might have vanished as swiftly as they were dreamed into existence.

Their boundless curiosity, a direct echo of Ophyxia’s own probing thoughts, drives their every action. They find themselves drawn to any item that catches their eye, taking it up and "handling" it as a form of innocent exploration, a practice that other races often mistake for theft. Their hands are as quick as their minds, and they will, with a disarming smile, pocket a cherished family heirloom or a precious magical artifact simply to see what it is. Their talent for woodworking, crafting, and tinkering stems from this same unending desire to understand how things are made and how they work. This insatiable curiosity has, over time, made them invaluable members of any community they join, particularly in the eastern reaches of Wyrmdream where they have formed a symbiotic relationship with the many races in the Plains, The Dragon’s Foothills, and even in the Verdant Cradle.

Unburdened by Strife

Unlike the warriors of other races, Kender do not fight to conquer or protect a territory but for the simple thrill of the experience. They have no tolerance for oppression and hate to see others in pain. Their innate ability to Taunt a foe is a whimsical and perplexing expression of their lack of fear; it is a battle cry that flusters their enemies with simple, direct words, leaving them bewildered and unable to focus. They are the epitome of chaotic good, as their actions are never rooted in malice but in a simple, earnest desire to do what they believe is right.

While they are not given to grand, structured magics, their spellcraft is a direct and playful manifestation of their inner being. They often wield spells with a deceptive innocence, utilizing them to distract, disorient, or simply to bring a bit of harmless chaos to a situation.

Kender Racial Traits

Your Kender character has the following racial traits:

  • Ability Score Increase: Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

  • Age: A Kender reaches adulthood around the age of 20. They can live for over a century.

  • Alignment: Most Kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.

  • Size: Your size is Small.

  • Speed: Your walking speed is 30 feet.

  • Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

  • 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 so 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 feet of 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.