Kender

Many peoples have come to the fey and gone, however the fey, on some, has an everlasting effect. Altered by fey magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender. Kender, unlike most creatures of the fey, are visually unassuming.   Kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.   Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.  

Kender Traits

As a kender, you have the following racial traits.  

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.  

Size

You are Small.  

Speed

Your walking speed is 30 feet.  

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.  

Fearless

You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can’t do so again until you finish a long rest.  

Kender Aptitude

Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.  

Taunt

You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).   You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Genetic Ancestor(s)