Tuesday, July 18, 2017

Race: Kender

This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
+1 Dexterity

SIZE:
Small
SPEED:
  30 ft.

LANGUAGES:
Common
Halfling 

PROFICIENCIES:
Hoopak (simple weapon)

FEATURES:
Bravery:
Your childlike innocence prevents you from fully grasping the consequences of your actions, making you immune to the Frightened condition.

Taunt:
You know the vicious mockery cantrip. Your spellcasting ability for this cantrip is your Charisma.

Curiousity:
Your innocence knows no bounds. As such, Kender often "acquire" objects that are no their own. Willful thievery is considered morally wrong by most Kender, and to be called a thief is a great insult, Kender simply have no problem handling other people's property that interest them. You begin the game with 3 trinkets(see PHB table).

As an action, you can search your bag for any single item you may have picked up during your travels. It must be less than 2lbs and worth no more than 2 gp. You must finish a long rest to regain use of this feature.

Distracted:
You have disadvantage on all Constitution checks to maintain concentration for spells and abilities. In addition, you are required to make a Constitution check to maintain concentration every turn, not only when you take damage(DC 10). 

Reputation:
Your natural innocence and questionable reputation makes you a terrible liar and your childlike rage invokes more laughter than fear. You have disadvantage on Deception and Intimidation checks.