In addition to the generic Halfling Traits found in the PHB, True Kender have the following traits:
ABILITY SCORE INCREASE: Charisma +1
SPEED: 30 feet. Kender are faster than their size otherwise suggests.
FEARLESS: Kender are immune to Fear.
HANDLER: Kender are Proficient in the Sleight of Hand skill.
ATTENTION DEFICIT DISORDER: Kender have disadvantage on all Constitution checks to maintain concentration. In addition, kender are required to make a Constitution check to maintain concentration whether or not an attack does damage (DC 10), though Constitution checks made when an attack misses are made normally, not at disadvantage. In addition, once per long rest, the DM may impose disadvantage on any attack, saving throw or ability check you make. A kender spellcaster with the War Caster feat makes Constitution checks imposed by damage normally and is not required to make concentration checks when an attack misses.
POUCH GRAB: Once per short or long rest the Kender may look through his pouch and "discover" something he didn't know he had. Note for DMs: Kender are not thieves, they are handlers. It is bad practice to allow party or other players' items to be stolen or "found" in the pouch. When the Kender decides to look through his pouch, he may roll on the Kender Pouch Interesting Items table below, or the DM may decide what the Kender found. Note that while the Kender do not consider themselves thieves, everything in their pouch does in fact belong to someone else, who most likely will not be pleased if he discovers the Kender has it; the more valuable or rare the item, the more distraught the owner will be at its absence. Also note that once an item is "discovered" and then put back in the pouch, there is no guarantee that the item will be found again. Kender are not only notorious for "finding" things, but also for losing them.
KENDER WEAPON FAMILIARITY: True Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik. True Kender are not Proficient in any other weapons, regardless of class choice.
SPEED: 30 feet. Kender are faster than their size otherwise suggests.
FEARLESS: Kender are immune to Fear.
HANDLER: Kender are Proficient in the Sleight of Hand skill.
ATTENTION DEFICIT DISORDER: Kender have disadvantage on all Constitution checks to maintain concentration. In addition, kender are required to make a Constitution check to maintain concentration whether or not an attack does damage (DC 10), though Constitution checks made when an attack misses are made normally, not at disadvantage. In addition, once per long rest, the DM may impose disadvantage on any attack, saving throw or ability check you make. A kender spellcaster with the War Caster feat makes Constitution checks imposed by damage normally and is not required to make concentration checks when an attack misses.
POUCH GRAB: Once per short or long rest the Kender may look through his pouch and "discover" something he didn't know he had. Note for DMs: Kender are not thieves, they are handlers. It is bad practice to allow party or other players' items to be stolen or "found" in the pouch. When the Kender decides to look through his pouch, he may roll on the Kender Pouch Interesting Items table below, or the DM may decide what the Kender found. Note that while the Kender do not consider themselves thieves, everything in their pouch does in fact belong to someone else, who most likely will not be pleased if he discovers the Kender has it; the more valuable or rare the item, the more distraught the owner will be at its absence. Also note that once an item is "discovered" and then put back in the pouch, there is no guarantee that the item will be found again. Kender are not only notorious for "finding" things, but also for losing them.
KENDER WEAPON FAMILIARITY: True Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik. True Kender are not Proficient in any other weapons, regardless of class choice.
AFFLICTED KENDER
In addition to the generic Halfling Traits found in the PHB, Afflicted Kender have the following traits:
ABILITY SCORE INCREASE: Wisdom +1
SPEED: 30 feet. Kender are faster than their size otherwise suggests.
NATURALLY STEALTHY: Kender are Proficient in the Stealth skill. Additionally, the Afflicted Kender may attempt to hide even when only obscured by a creature, provided the creature is at least Medium size.
KENDER WEAPON FAMILIARITY: Afflicted Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.
SPEED: 30 feet. Kender are faster than their size otherwise suggests.
NATURALLY STEALTHY: Kender are Proficient in the Stealth skill. Additionally, the Afflicted Kender may attempt to hide even when only obscured by a creature, provided the creature is at least Medium size.
KENDER WEAPON FAMILIARITY: Afflicted Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.
HALF KENDER
Half Kender have the following traits:
ABILITY SCORE INCREASE: The Half Kender may increase three Attributes of his choice by 1
SIZE: Medium
SPEED: 30 feet
BRAVE: Half Kender gain Advantage on all Saving Throws against Fear.
FIVE FINGERS: Half Kender are Proficient in the Sleight of Hand skill.
KENDER WEAPON FAMILIARITY: Half Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.
SIZE: Medium
SPEED: 30 feet
BRAVE: Half Kender gain Advantage on all Saving Throws against Fear.
FIVE FINGERS: Half Kender are Proficient in the Sleight of Hand skill.
KENDER WEAPON FAMILIARITY: Half Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.
KENDER WEAPONS
BATTAK: A battak is a club-shaped walking stick favored by Kender. Its grip can be unscrewed to reveal a hollow cavity where small items may be stored. Its end is sharpened and metal-clad, useful for prying or, if necessary, stabbing. The Battak can be used either as a Club or a Spear, depending on its owner's whim.
HOOPAK: A hoopak is a staff-sling favored by Kender. It is made of hardwood, one end forked and the other clad in a metal spike. The forked end can be used as a sling, or to gather fruit from trees that are too high for the Kender to normally reach. The spiked end can be used for prying or as a spear, and the entire assembly may be thrown as a spear. The hoopak can also be used as a staff. How the hoopak is used in combat is entirely up to the owner.
WHIPPIK: A whippik is a foot-long length of handle that ends in a coil of braided leather, much like a riding whip. It can be used as a whip with a 5-foot reach, or a trained user can use it to throw darts with greater force and range than normal; darts thrown like this are 1d6 piercing damage with a range of 30/120.
HOOPAK: A hoopak is a staff-sling favored by Kender. It is made of hardwood, one end forked and the other clad in a metal spike. The forked end can be used as a sling, or to gather fruit from trees that are too high for the Kender to normally reach. The spiked end can be used for prying or as a spear, and the entire assembly may be thrown as a spear. The hoopak can also be used as a staff. How the hoopak is used in combat is entirely up to the owner.
WHIPPIK: A whippik is a foot-long length of handle that ends in a coil of braided leather, much like a riding whip. It can be used as a whip with a 5-foot reach, or a trained user can use it to throw darts with greater force and range than normal; darts thrown like this are 1d6 piercing damage with a range of 30/120.
POUCH GRAB TABLE
d% | Result | d% | Result | d% | Result |
---|---|---|---|---|---|
1 | Wooden teeth | 34 | Gnomish collapsible binoculars | 66 | Whistle |
2 | Glass eye | 35 | Gnomish padlock without key | 67 | Bell |
3 | Archaic coin | 36 | Small key | 69 | Wooden figurine |
4 | Coin with two heads | 37 | Bowstring | 70 | Piece of colored chalk |
5 | Single gambling die | 38 | Slingshot | 71 | Quill |
6 | Single playing or tarot card with erotic picture | 39 | Sling | 72 | Stoppered inkwell |
7 | Painted rock that obviously needs to be protected. And walked. And let outside every now and then. And spoken to in a gentle soothing voice because it has feelings too | 40 | Slingstone | 73 | Stoppered inkwell filled with invisible ink |
8 | Nugget of pyrite | 41 | Arrowhead | 74 | Piece of parchment |
9 | Unfinished quartz | 42 | Spearhead | 75 | Leather bookmark |
10 | Brightly colored uncut crystal | 43 | Ladies' concealable dagger | 76 | Colored wax |
11 | Lump of coal | 44 | Masterwork eating knife | 77 | Roll of very useful-looking twine |
12 | Ferrocerium rod | 45 | Old pitted single piece of silverware | 78 | Roll of brightly colored yarn |
13 | Small clay pot filled with gunpowder | 46 | Single piece of Elvenmake silverware | 79 | Silver needle |
14 | Lodestone | 47 | Single piece of Dwarfmake silverware | 80 | Silver thimble |
15 | Gnomish collapsible compass | 48 | Bizarre Gnomish eating contraption | 81 | Seven-leaf clover |
16 | Hairpin | 49 | Dwarfmake beerstein | 82 | Single Gnomish firework |
17 | Single brightly colored button | 50 | Elvenmake wineglass | 83 | Gnomish clockwork gear |
18 | Single spur | 51 | Gnomish beerhat | 84 | Incomplete page from a spellbook |
19 | Kender sheriff's badge | 52 | Piece of fruit | 85 | Reptilian scale |
20 | Signet ring | 53 | Trail ration | 86 | Unbreakable egg |
21 | Engraved belt buckle | 54 | Elven trail ration | 87 | Reptilian tooth |
22 | Single fine leather glove | 55 | Cheese | 88 | Gnomish schematics for a clockwork toy |
23 | Brightly colored handkerchief | 56 | Small pouch of tea leaves | 89 | Map with a prominent X on it that says "Dragon Here" |
24 | Brightly colored headscarf | 57 | Red hot chili pepper | 90 | Half of a map |
25 | Brightly colored knit cap | 58 | Small bottle of Dwarven spirits | 91 | Silver coin |
26 | Single brightly colored stocking | 59 | Corncob pipe | 92 | Gnomish clockwork clacking teeth |
27 | Single brightly colored garter | 60 | Fine wooden pipe | 93 | Gnomish hand buzzer |
28 | Brightly colored breaststrap | 61 | Small pouch of tobacco | 94 | Itching powder |
29 | Gnomish codpiece | 62 | Wooden holy symbol | 95 | Finger trap: make an immediate DC 10 Wisdom check to get out of it |
30 | Kender-sized facemask | 63 | Wooden prayer beads | 96 | Tiny sailing ship in a bottle |
31 | Spectacles | 64 | Page from a Cleric's prayerbook | 97 | Inflatable love-gnome |
32 | Monocle | 65 | Small vial of holy water | 98-99 | Roll on Extraordinary Items table |
33 | Gnomish telescoping spyglass | 66 | Incense | 00 | Roll on Amazing Items table |
d% | Result |
---|---|
1-15 | Single 10gp Gemstone |
16-25 | Single 50gp Gemstone |
26-35 | Single 100gp Gemstone |
36-45 | Single 500gp Gemstone |
46-60 | Piece of 25gp Art |
61-70 | Piece of 250gp Art |
71-80 | Table A Magic Item |
81-90 | Table B Magic Item |
91-00 | Table F Magic Item |
d% | Result |
---|---|
1-15 | Single 1000gp Gemstone |
16-30 | Single 5000gp Gemstone |
31-45 | Piece of 2500gp Art |
46-60 | Piece of 7500gp Art |
61-70 | Table C Magic Item |
71-80 | Table D Magic Item |
81-90 | Table G Magic Item |
91-00 | Table H Magic Item |
* All of these Items are found in the Treasure Tables of the DMG.