slightlyprime
First Post
Kender:
Ability score increase: dexterity increases by 2 and charisma by 1.
Age: A kender's natural lifespan is about 100 years. They age slowly, remaining childlike in comparison to other races even when their bodies slow down. Kender view death as the next great adventure, and do not linger long in sadness after the passing of a loved one.
Alignment: A kenders wanderlust leads most to be chaotic but their childlike innocence and kind hearts causes most kender to be of good alignment.
Size: Kender are generally between 3 and 4 feet tall and average around 80 pounds. Their size is Small.
Speed: your base walking speed is 30ft.
Darkvision: All kender have keen eyes, within 60 feet of you, treat dim light as bright, darkness as dim light.
Fearless: A kender's childlike innocence prevents them from fully grasping the consequences of their actions, providing them with the overconfidence of human youth. Kenders are immune to the frightened condition and do not experince fear. When you fail a fear check, you only get the feeling of butterflies in your stomach. Though they feel no fear for themselves, they can and do fear for the safety of their friends and family.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Languages : Kender can read, speak and write Common and Kenderspeak.
Curiosity: Whilst kender have no concept of property ownership, and detest thieving they have a tendency to ‘borrow' items of interest for indeterminate amounts of time. You gain proficiency in sleight of hand checks and start with 5 extra trinkets.
Taunt: Kender are masters at the art of insulting people, using a wide repertoire of taunts, sarcasm, rudeness, and insults. This is possible due to the shocking insights into an individual's character flaws that a kender can gain through his or her intense curiosity. As an action you designate one creature within 60ft, you learn 1 character flaw if they possess any, additionally you can unleash a string of sarcasm, insults and crude comments against the target. If the target understands you it must succeed on an insight check contested by your performance check, if they fail they cannot take reactions and have disadvantage on the next ability check or attack roll they make before the start of your next go. Whether they save or fail the creature has advantage on subsequent checks against this ability for the next 24 hrs. Using this ability to taunt is risky as it highlights the irritating nature of some kender causing creatures within 60ft of you to be more likely to choose you as the target of their attacks, however, there is no mechanical obligation that they must.
Weapon proficiency: you become profficient with hoopaks.
Hoopaks: mellee martial weapon.
staff, with spear tip at one end and sling at the other.
Damage: 1d4 bludgeoning or piercing (melee) or 1d4 bludgeoning (range)
Special : versatile (1d6), ammunition, sling range (60/240), spear range (20/60)
Note : The versatile trait of the hoopak applies to both melee and ranged attacks. counts as a ranged weapon when used for the sling. Also as an action you can make it make a noise by slinging it in a circle.
I feel that this is a balanced race but was curious on other peoples opinions. I noticed that a lot of homebrews of the kender had a very powerful taunt mechanic that was equal or better than the panache ability of the swashbucker from scag. I feel it is more in line with vicous mockery but instead of psychic damage you remove their reaction attacks.
Thanks to anyone who made kender homebrews as i probs took a mechanic or inspiration from it.
Ability score increase: dexterity increases by 2 and charisma by 1.
Age: A kender's natural lifespan is about 100 years. They age slowly, remaining childlike in comparison to other races even when their bodies slow down. Kender view death as the next great adventure, and do not linger long in sadness after the passing of a loved one.
Alignment: A kenders wanderlust leads most to be chaotic but their childlike innocence and kind hearts causes most kender to be of good alignment.
Size: Kender are generally between 3 and 4 feet tall and average around 80 pounds. Their size is Small.
Speed: your base walking speed is 30ft.
Darkvision: All kender have keen eyes, within 60 feet of you, treat dim light as bright, darkness as dim light.
Fearless: A kender's childlike innocence prevents them from fully grasping the consequences of their actions, providing them with the overconfidence of human youth. Kenders are immune to the frightened condition and do not experince fear. When you fail a fear check, you only get the feeling of butterflies in your stomach. Though they feel no fear for themselves, they can and do fear for the safety of their friends and family.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Languages : Kender can read, speak and write Common and Kenderspeak.
Curiosity: Whilst kender have no concept of property ownership, and detest thieving they have a tendency to ‘borrow' items of interest for indeterminate amounts of time. You gain proficiency in sleight of hand checks and start with 5 extra trinkets.
Taunt: Kender are masters at the art of insulting people, using a wide repertoire of taunts, sarcasm, rudeness, and insults. This is possible due to the shocking insights into an individual's character flaws that a kender can gain through his or her intense curiosity. As an action you designate one creature within 60ft, you learn 1 character flaw if they possess any, additionally you can unleash a string of sarcasm, insults and crude comments against the target. If the target understands you it must succeed on an insight check contested by your performance check, if they fail they cannot take reactions and have disadvantage on the next ability check or attack roll they make before the start of your next go. Whether they save or fail the creature has advantage on subsequent checks against this ability for the next 24 hrs. Using this ability to taunt is risky as it highlights the irritating nature of some kender causing creatures within 60ft of you to be more likely to choose you as the target of their attacks, however, there is no mechanical obligation that they must.
Weapon proficiency: you become profficient with hoopaks.
Hoopaks: mellee martial weapon.
staff, with spear tip at one end and sling at the other.
Damage: 1d4 bludgeoning or piercing (melee) or 1d4 bludgeoning (range)
Special : versatile (1d6), ammunition, sling range (60/240), spear range (20/60)
Note : The versatile trait of the hoopak applies to both melee and ranged attacks. counts as a ranged weapon when used for the sling. Also as an action you can make it make a noise by slinging it in a circle.
I feel that this is a balanced race but was curious on other peoples opinions. I noticed that a lot of homebrews of the kender had a very powerful taunt mechanic that was equal or better than the panache ability of the swashbucker from scag. I feel it is more in line with vicous mockery but instead of psychic damage you remove their reaction attacks.
Thanks to anyone who made kender homebrews as i probs took a mechanic or inspiration from it.