So, Kender for A5E for the game I'll be running in January.
I'm going to make Kender a culture, but add Wanderlust as a heritage gift for halflings. Dropping the compulsive thievery but adding a 'communal property' element to the culture. This is very much a work in progress, so feel free to weigh in.
I'm basically assuming people will take the Halfling heritage and the Kender culture. Note that Halflings already have fearlessness built in to their traits.
New Halfling Gift: Wanderlust
You are blessed with an innate gift of insatiable curioisity and an instinctive desire to explore and experience new things which leads to frequent accidental discoveries. You gain the following features:
Culture: Kender
Kender communities are cheerful and welcoming. Communal in nature, there is little concept of personal property, with each community member using what they need whenever they need it. This can occasionally lead to misunderstandings in the wider world, although most kender adapt quickly to new customs.
It is very rare, but not known, for non-halflings to live in Kender communities. Characters raised in the Kender culture share a variety of traits in common with one another.
Happy-go-Lucky. Your optimistic nature helps you through even the darkest times. Whenever you would suffer a level of Strife, you do not suffer that level. Once you have used this feature, you cannot do so again until you take a long rest.
Cultural Gear. You gain proficiency with the hoopak (see slingstaff in the AG), slings, staffs, thrown weapons, and cartographer's tools.
Handler. Kender communities do not associate property with ownership, and as such are happy to use whatever is nearby (and will willingly part with an object if somebody else needs it). You gain proficiency in Sleight of Hand.
Taunt. Growing up in such a communal society, you are able to discern another creature's deepest insecurities. As a bonus action, you can taunt a creature within 60 feet that can hear and understand you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier), or suffer disadvantage on attack rolls against targets other than you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Once a creature has successfully saved against your taunt, it is immune to this feature for 24 hours,
Like I said, very much a WIP. Thoughts welcome!
I'm going to make Kender a culture, but add Wanderlust as a heritage gift for halflings. Dropping the compulsive thievery but adding a 'communal property' element to the culture. This is very much a work in progress, so feel free to weigh in.
I'm basically assuming people will take the Halfling heritage and the Kender culture. Note that Halflings already have fearlessness built in to their traits.
New Halfling Gift: Wanderlust
You are blessed with an innate gift of insatiable curioisity and an instinctive desire to explore and experience new things which leads to frequent accidental discoveries. You gain the following features:
Natural explorer. You gain advantage on Survival checks and proficiency in Insight.
Irrepressible curiosity. When you take a long rest, you may spend one hour and roll a 1d6. If you roll a 6, you find a Discovery or Boon (see the Boons & Discovery tables in Trials & Treasures).
Culture: Kender
Kender communities are cheerful and welcoming. Communal in nature, there is little concept of personal property, with each community member using what they need whenever they need it. This can occasionally lead to misunderstandings in the wider world, although most kender adapt quickly to new customs.
It is very rare, but not known, for non-halflings to live in Kender communities. Characters raised in the Kender culture share a variety of traits in common with one another.
Happy-go-Lucky. Your optimistic nature helps you through even the darkest times. Whenever you would suffer a level of Strife, you do not suffer that level. Once you have used this feature, you cannot do so again until you take a long rest.
Cultural Gear. You gain proficiency with the hoopak (see slingstaff in the AG), slings, staffs, thrown weapons, and cartographer's tools.
Handler. Kender communities do not associate property with ownership, and as such are happy to use whatever is nearby (and will willingly part with an object if somebody else needs it). You gain proficiency in Sleight of Hand.
Taunt. Growing up in such a communal society, you are able to discern another creature's deepest insecurities. As a bonus action, you can taunt a creature within 60 feet that can hear and understand you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier), or suffer disadvantage on attack rolls against targets other than you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Once a creature has successfully saved against your taunt, it is immune to this feature for 24 hours,
Like I said, very much a WIP. Thoughts welcome!
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