Kender Player Ground-Rules

Edited and improved with input from the Fear the Boot forum. Thanks!

As I’m thinking about 5th Edition D&D Dragonlance, I obviously have to deal with kender somehow. For right now, the default is that kender are NPCs, but if someone wants to play a kender in a given game, I have some ground-rules that I think make sense and will help deal with many of the problems people have with kender in an adventuring party.

Kender Player Ground-Rules

If someone in your group is going to play a kender, there are some ground-rules that will be helpful.

  1. No stealing from the other PCs without their consent. If agreed to before-hand, the DM can say that you find something in your pouches that belongs to one of the PCs, but you can never steal from them. This is an out-of-character rule that you can justify in-character however you want. This includes going ahead of everyone and taking treasure that is meant for all of the PCs to split. If you do go ahead and rummage, roll on the trinket table. That’s what you get, because kender don’t understand commercial value.

  2. Any equipment that could fit in the palm of your hand might at any point disappear, reappear or be replaced, with the exception of items crucial to the current story and your favorite tool and weapon. Frequent use of the trinket table is recommended.

  3. If you decide to have your character rush heedless into danger (being immune to fear), the rest of the group is totally justified in letting you die, get lost, get eaten, etc. rather than risk all of their characters chasing after you. The thing with kender – they have a short life expectancy. They can have a touching funeral while you’re making a new character.

  4. You must be Chaotic Good or Neutral Good. Though Neutral or Evil kender may exist in the world, they are NPCs.

  5. You should roleplay your taunts, because they will probably be hilarious.

  6. Taunt is an attack, and so it can’t be used against other PCs unless PvP is OK in your game.

  7. You must have some agreed-upon mutual connection with at least one of the other characters.
  8. Everyone at the table has to be OK with you playing a kender. Any player has a veto, no questions asked, when you float the idea. But you can mention these rules when you do, as it will probably help make your case. And as usual, table and house rules apply in the event that your character still gets out of control.

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