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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8568344" data-attributes="member: 6871653"><p>Yeah, re-reading it, I think I may keep to my take on the playtest Kender. I dont really mind the fae-inspired vibe, but having mundane abilities becoming obvious magic is a little too far. Keep it weird and unexplained. </p><p></p><p>Size: Small</p><p>Speed: 25 ft</p><p></p><p><strong>Kender Pockets</strong>: Useful and less-useful items tend to gather in a Kender's haversack and pockets. Nobody knows how they ended up there or who was the legitimate owner (if there ever was). By spending 1 minute foraging the unknown corners of your bags or pockets, you can produce one single non-magical small item weighting 5 lbs or less and worth a maximum of 10 gp. Once you use this feature, you must complete 1d4 long rests before you can use it again.</p><p></p><p><strong>Provoke and Dash</strong>: Being the diminutive creatures that they are, the Kenders have mastered the art of taunting and baiting larger foes to force them to over-extend themselves. As an action, you can make your choice of a Charisma (Persuasion) or Charisma (Deception) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. A creature immune to charm automatically succeed on the check.</p><p></p><p>If you succeed on the check your speed increases by 10 ft and the creature has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If the targets succeed on the check, it is immune to the effect of your barbs for 24 hours.</p><p></p><p><strong>Fearless</strong>. You have advantage on saving throws to resist being frightened. As an action on your turn, you can end the frightened condition on yourself. </p><p></p><p><strong>Underfoot tactic</strong>. Nimbleness. You can enter or move through the space of any creature that is of a size larger than yours. You have advantage on Strength checks to shove or grapple a creature sharing a space with you.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8568344, member: 6871653"] Yeah, re-reading it, I think I may keep to my take on the playtest Kender. I dont really mind the fae-inspired vibe, but having mundane abilities becoming obvious magic is a little too far. Keep it weird and unexplained. Size: Small Speed: 25 ft [B]Kender Pockets[/B]: Useful and less-useful items tend to gather in a Kender's haversack and pockets. Nobody knows how they ended up there or who was the legitimate owner (if there ever was). By spending 1 minute foraging the unknown corners of your bags or pockets, you can produce one single non-magical small item weighting 5 lbs or less and worth a maximum of 10 gp. Once you use this feature, you must complete 1d4 long rests before you can use it again. [B]Provoke and Dash[/B]: Being the diminutive creatures that they are, the Kenders have mastered the art of taunting and baiting larger foes to force them to over-extend themselves. As an action, you can make your choice of a Charisma (Persuasion) or Charisma (Deception) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. A creature immune to charm automatically succeed on the check. If you succeed on the check your speed increases by 10 ft and the creature has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If the targets succeed on the check, it is immune to the effect of your barbs for 24 hours. [B]Fearless[/B]. You have advantage on saving throws to resist being frightened. As an action on your turn, you can end the frightened condition on yourself. [B]Underfoot tactic[/B]. Nimbleness. You can enter or move through the space of any creature that is of a size larger than yours. You have advantage on Strength checks to shove or grapple a creature sharing a space with you. [/QUOTE]
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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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