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Mul Traits

*Tough as Nails. During a short rest you can reroll a Hit Dice roll and take the higher of the two rolls.
*Resistant. Once a day, if you fail a Constitution saving throw you can choose to succeed instead.
*Tireless. You only need to sleep 2 hours a night to gain the benefits of a long rest.
*Mul Weapon Training. You have proficiency with the spear, whip, pike, handaxe and unarmed
strikes.
Kender Traits
As a kender halfling, you gain the following benefits in addition to the benefits of the halfling race.
*Ability Score Increase. Your Charisma score increases by 1.
*Alignment. Unlike other halflings, kender lean toward chaotic alignments rather than lawful, though
their kindness and gentility guide them toward good alignments.
*Age. A kender's natural lifespan is about 100 years. They age slowly, remaining childlike in
comparison to other races even when their bodies slow down. Kender view death as the next great
adventure, and do not linger long in sadness after the passing of a loved one.
*Speed. Unlike other halflings, your base walking speed is 30 feet.
*Bravery. A kender's childlike innocence prevents them from fully grasping the consequences of their
actions, providing them with the overconfidence of human youth. Kender are immune to the frightened
condition. Though they feel no fear for themselves, they can and do fear for the safety of their friends
and family.
*Taunt. Kender are naturally skilled at perceiving and taking advantage of the psychological
weaknesses of their enemies (and sometimes their friends). As an Action, you can force a target within
30 feet who can hear you and understand your language to make a Charisma saving throw against a DC
equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target cannot take
reactions until the beginning of their next turn and gains disadvantage on the next attack roll or ability
check they make before the end of their next turn. The creature may also target the kender with its next
attack, either physical or verbal. A creature who fails their save gains advantage on subsequent saves
against this ability until they take a long rest.
*Curiosity. The innocence of the kender knows no bounds. As such, kender often "acquire" objects
that are not theirs. Though willful thievery is considered morally wrong by most kender, and to be
called a thief a great insult, kender have no problem with handling other people's property that interests
them. You gain proficiency with Sleight of Hand checks and begin the game with three trinkets. In
addition, as an Action, you may search through your belongings to find any single item which you have
picked up in your travels. This item will be worth 2gp or less and weigh no more than 2lbs. You may
not use this ability again until you take a long rest.
*Distractible. 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.
*Reputation. A kender's natural innocence and questionable reputation make them terrible liars and
their childlike rage invokes more laughter than fear. You make Deception and Intimidation checks at
disadvantage.
*Weapon Proficiencies. Kender treat hoopaks as simple weapons.

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