tarlison2k1
2019-06-21, 10:55 PM
Kender
Kender are a small race similar to halflings.Known to exist only on the world of Krynn—the DRAGONLANCE setting—kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and kender with claw hammers will get those things as well.Traits
As a kender, you have the following racial traits.
Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.
Size: Small.
Speed: 25 feet.
Fearless: You cannot be frightened.
Taunt: You have an uncanny insight into the
motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you.If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action.If the target wins the contest, it is immune to
your Taunt for 24 hours.
Kender Pockets: Kender constantly pick
things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least oneday in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Weapon Proficiency:
Kenders treat all Kender Weapon as simple weapons, male Kenders are always proficient with the hoopak while female Kenders are proficient with whippik
Starting Gear: Kender mAle will have a hoopak as part of his starting gear while females have whippik
Languages: You can speak, read, and write
Common and Kenderspeak. (Kenderspeak is a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting,check with your DM.)
Kender Weapon
Hoopak
The hoopak is the most common of kender tools. This 5ft., ironwood staff has a short spike attached to its tip, which doubles as a spear or bo stick and inflicts the first damage value listed in the above chart for both. The staff's other end is forked and laced with gut. A stone may be flung by either planting the blade end of the hoopak in the earth and bending the staff back to sling the stone, or whirling the hoopak overhead as a traditional sling-staff. This tool acts like a bullroar when whirled in the air, creating a low thrumming sound. Other uses include prying with the blade, and picking apples with the gut.
Type:Martial Melee
Weight: 5lbs.
Price: 50 GP
Damage:1d4 piercing or bludgeon /range:1d4 bludgeon
Special:Range(30/120), Versatile(d6), Ammunition, two handed when use as range weapon , tiny ,Finesse
Whippik
The whippik is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding whip. The whippik is the most popular tool among female kender. Short darts may be fired from this whip bow. The whippik also performs various functions such as snaring game, fishing, and strumming as a stringed instrument.
Type:Martial Melee
Weight: 4lbs
Price: 40gp
Damage:1d4 slashing/range:1d4 piercing
Special:Range(30/120) , Reach, Tiny, Finesse, Ammunition, two handed when use as range weapon
Chapak
The chapak is a combination hand axe and slingshot. Its single-bladed axe head rests on a hollow haft of ironwood. The back of the axe blade forms two prongs that support a cat-gut slingshot. The hollow haft has fingerholes drilled along its length and can be played as a flute if the end plugs are removed. Other uses of this tool include splitting wood, prying with the butt-end, snorkeling (with holes corked), shooting as a blowgun (with holes corked), and grappling (with a spidersilk rope).
Type:Martial Melee
Weight: 5lbs
Price: 50gp
Damage:1d6 slash/range:1d4 bludgeon
Special:range(30/120), Finesse, tiny, Ammunition, two handed when use as range weapon
Polpak
The polpak is a 6 ft. staff that sports a scimitar blade. Triggering a catch and giving the blade a half-turn releases it so that it can function as a scimitar. The blade has one serrated edge and doubles as a saw or pruner. The crosspiece for the sword is a double recurved crescent. Iron rings appear around the shaft at 1 foot increments to aid in gripping and climbing. A dozen caltrops are laced on a rod in the crosspiece. Typical uses include spearfishing with the blade, and playing as a musical saw.
Type: Martial Melee
Weight:10lbs
Price:90gp
Damage:1d8 slashing
Special:Reach, tiny, Finesse, Two Handed
Sithak
The sithak (swordbow) was originally a yoke used for carrying water in buckets. Now, its ends bear two blades, allowing it to serve as a double scythe. A recurving hook rests beneath each blade. A bowstring laced across the yoke allows short field-arrows to fire through a hole in the haft. Other uses include harvesting crops, furrowing ground, slashing enemies, and strumming as a stringed instrument.
Type: Martial Melee
Weight:12lbs.
Price:80gp
Damage:1d4 slashing/1d4 slashing /range 1d4 piercing
Special:range(80/320), Tiny, Finesse, two handed, Ammunition, double weapon(1d4 slashing/1d4 slashing)
Battak
The battak is a walking stick with a variety of items fastened along its length. It is the favorite tool of young kender. Shaped like a miniature studded club, this tool sports a small metal wedge at its tapered end and studs around the wide end. A wooden plug that fits into the broad tip unscrews and inverts to bear a short knife blade. The nether chamber that holds this club also stores sling bullets, which may be batted at one's target with great force.
Bells, chimes, and whistles fasten along the club, producing music and making a fearsome jangle in battle. Other uses for this tool include climbing by wedging it in the ground (advantage climbing checks), creating percussive music.
Type: Martial Melee
Weight:3lbs
Price:100gp
Damage:1d6 bludgeon/range:1d4 bludgeon
Special:range(30/120), Tiny, Finesse ,Reload ,Versatile(d8) ,two handed when range
Hachak
The hachak is heaviest of the kender tools and is used by woodcutters. On one end of its 6 ft. segmented pole rests a hammer, spike, and piercing beak. The other end of the pole holds a broad axe backed by a hammer head and a saw blade. Metal rings circle the shaft at 1 foot intervals along its length. The shaft itself may be separated into three sections if necessary. Just below the axe blade, a sheepskin wrap can store 6 throwing darts. The hammer and beak can be used as weapons. Other uses include hammering nails, pruning trees, planing wood, and playing as a chime by hammering on the blades.
Type: Martial Melee
Weight:15 lbs
Price:200gp
Damage:1d6 slashing/1d6 piercing
Special:tiny, Reach, double weapon(no reach when use as such)(1d4 slashing/1d4 piercing) ,Finesse
Sashik
The sashik is a beaded, weighted sash-of laced rope. Worn across one shoulder, the sashik bears weighted pouches on one end, making an excellent flail. Two dozen large wooden beads that line one edge of the sashik can be pulled loose and thrown. The mesh of the sash is coarse and netlike. Other uses include scourging by attaching hooks (1 piercing damage on per escape attempt), entangling enemies, fishing as with a net, and playing as a xylophone.
Type: Martial Melee
Weight:6 lbs.
Price:120gp
Damage:1d4 bludgeon
Special: Net, Reach, Finesse, tiny
Bolik
The bollik is a webbed rope belt worn about the waist on a leather sash and buckle. The bollik hangs from a series of quickrelease loops. On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola, but typically used as a flail. When the bollik is worn, these bola balls are tied to the large metal buckle. The bollik can be tugged free with a simple snapping motion and can be relaced in two rounds. Other uses include using as a bola, threshing grain, grappling walls (advantage to climb check) storing items in pockets of leather strap, and playing as a wind thrummer.
Type: Martial Melee
Weight:8lbs.
Price:60 gp
Damage:1d4 bludgeon
Special:Tiny, Bola, thrown(20/60), Finesse
***Tiny: anybody that is not small in size will have a hard time using it, all attack by a non small creature have disadvantage
***Bola:This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC:(8+the weapon proficiency bonus) Strength (Athletics) or Dexterity(Acrobatics) check or be knocked prone, A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola ropes(AC 10)
**Net:A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Thrown, Range(5/15)
Kender are a small race similar to halflings.Known to exist only on the world of Krynn—the DRAGONLANCE setting—kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and kender with claw hammers will get those things as well.Traits
As a kender, you have the following racial traits.
Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.
Size: Small.
Speed: 25 feet.
Fearless: You cannot be frightened.
Taunt: You have an uncanny insight into the
motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you.If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action.If the target wins the contest, it is immune to
your Taunt for 24 hours.
Kender Pockets: Kender constantly pick
things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least oneday in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Weapon Proficiency:
Kenders treat all Kender Weapon as simple weapons, male Kenders are always proficient with the hoopak while female Kenders are proficient with whippik
Starting Gear: Kender mAle will have a hoopak as part of his starting gear while females have whippik
Languages: You can speak, read, and write
Common and Kenderspeak. (Kenderspeak is a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting,check with your DM.)
Kender Weapon
Hoopak
The hoopak is the most common of kender tools. This 5ft., ironwood staff has a short spike attached to its tip, which doubles as a spear or bo stick and inflicts the first damage value listed in the above chart for both. The staff's other end is forked and laced with gut. A stone may be flung by either planting the blade end of the hoopak in the earth and bending the staff back to sling the stone, or whirling the hoopak overhead as a traditional sling-staff. This tool acts like a bullroar when whirled in the air, creating a low thrumming sound. Other uses include prying with the blade, and picking apples with the gut.
Type:Martial Melee
Weight: 5lbs.
Price: 50 GP
Damage:1d4 piercing or bludgeon /range:1d4 bludgeon
Special:Range(30/120), Versatile(d6), Ammunition, two handed when use as range weapon , tiny ,Finesse
Whippik
The whippik is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding whip. The whippik is the most popular tool among female kender. Short darts may be fired from this whip bow. The whippik also performs various functions such as snaring game, fishing, and strumming as a stringed instrument.
Type:Martial Melee
Weight: 4lbs
Price: 40gp
Damage:1d4 slashing/range:1d4 piercing
Special:Range(30/120) , Reach, Tiny, Finesse, Ammunition, two handed when use as range weapon
Chapak
The chapak is a combination hand axe and slingshot. Its single-bladed axe head rests on a hollow haft of ironwood. The back of the axe blade forms two prongs that support a cat-gut slingshot. The hollow haft has fingerholes drilled along its length and can be played as a flute if the end plugs are removed. Other uses of this tool include splitting wood, prying with the butt-end, snorkeling (with holes corked), shooting as a blowgun (with holes corked), and grappling (with a spidersilk rope).
Type:Martial Melee
Weight: 5lbs
Price: 50gp
Damage:1d6 slash/range:1d4 bludgeon
Special:range(30/120), Finesse, tiny, Ammunition, two handed when use as range weapon
Polpak
The polpak is a 6 ft. staff that sports a scimitar blade. Triggering a catch and giving the blade a half-turn releases it so that it can function as a scimitar. The blade has one serrated edge and doubles as a saw or pruner. The crosspiece for the sword is a double recurved crescent. Iron rings appear around the shaft at 1 foot increments to aid in gripping and climbing. A dozen caltrops are laced on a rod in the crosspiece. Typical uses include spearfishing with the blade, and playing as a musical saw.
Type: Martial Melee
Weight:10lbs
Price:90gp
Damage:1d8 slashing
Special:Reach, tiny, Finesse, Two Handed
Sithak
The sithak (swordbow) was originally a yoke used for carrying water in buckets. Now, its ends bear two blades, allowing it to serve as a double scythe. A recurving hook rests beneath each blade. A bowstring laced across the yoke allows short field-arrows to fire through a hole in the haft. Other uses include harvesting crops, furrowing ground, slashing enemies, and strumming as a stringed instrument.
Type: Martial Melee
Weight:12lbs.
Price:80gp
Damage:1d4 slashing/1d4 slashing /range 1d4 piercing
Special:range(80/320), Tiny, Finesse, two handed, Ammunition, double weapon(1d4 slashing/1d4 slashing)
Battak
The battak is a walking stick with a variety of items fastened along its length. It is the favorite tool of young kender. Shaped like a miniature studded club, this tool sports a small metal wedge at its tapered end and studs around the wide end. A wooden plug that fits into the broad tip unscrews and inverts to bear a short knife blade. The nether chamber that holds this club also stores sling bullets, which may be batted at one's target with great force.
Bells, chimes, and whistles fasten along the club, producing music and making a fearsome jangle in battle. Other uses for this tool include climbing by wedging it in the ground (advantage climbing checks), creating percussive music.
Type: Martial Melee
Weight:3lbs
Price:100gp
Damage:1d6 bludgeon/range:1d4 bludgeon
Special:range(30/120), Tiny, Finesse ,Reload ,Versatile(d8) ,two handed when range
Hachak
The hachak is heaviest of the kender tools and is used by woodcutters. On one end of its 6 ft. segmented pole rests a hammer, spike, and piercing beak. The other end of the pole holds a broad axe backed by a hammer head and a saw blade. Metal rings circle the shaft at 1 foot intervals along its length. The shaft itself may be separated into three sections if necessary. Just below the axe blade, a sheepskin wrap can store 6 throwing darts. The hammer and beak can be used as weapons. Other uses include hammering nails, pruning trees, planing wood, and playing as a chime by hammering on the blades.
Type: Martial Melee
Weight:15 lbs
Price:200gp
Damage:1d6 slashing/1d6 piercing
Special:tiny, Reach, double weapon(no reach when use as such)(1d4 slashing/1d4 piercing) ,Finesse
Sashik
The sashik is a beaded, weighted sash-of laced rope. Worn across one shoulder, the sashik bears weighted pouches on one end, making an excellent flail. Two dozen large wooden beads that line one edge of the sashik can be pulled loose and thrown. The mesh of the sash is coarse and netlike. Other uses include scourging by attaching hooks (1 piercing damage on per escape attempt), entangling enemies, fishing as with a net, and playing as a xylophone.
Type: Martial Melee
Weight:6 lbs.
Price:120gp
Damage:1d4 bludgeon
Special: Net, Reach, Finesse, tiny
Bolik
The bollik is a webbed rope belt worn about the waist on a leather sash and buckle. The bollik hangs from a series of quickrelease loops. On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola, but typically used as a flail. When the bollik is worn, these bola balls are tied to the large metal buckle. The bollik can be tugged free with a simple snapping motion and can be relaced in two rounds. Other uses include using as a bola, threshing grain, grappling walls (advantage to climb check) storing items in pockets of leather strap, and playing as a wind thrummer.
Type: Martial Melee
Weight:8lbs.
Price:60 gp
Damage:1d4 bludgeon
Special:Tiny, Bola, thrown(20/60), Finesse
***Tiny: anybody that is not small in size will have a hard time using it, all attack by a non small creature have disadvantage
***Bola:This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC:(8+the weapon proficiency bonus) Strength (Athletics) or Dexterity(Acrobatics) check or be knocked prone, A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola ropes(AC 10)
**Net:A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Thrown, Range(5/15)