“Steal? What? I would never! I was just handling it! You must’ve dropped it back in that last chamber. It’s a good thing I picked it up!”
Kender are fearless, charming and amusing. Just ask them.
Small but Boisterous
Despite their small stature, Kender love to be the center of attention. Unless actively sneaking, (a skill most Kender excel at) they are loud. They move loudly, they speak loudly…at length…about whatever strikes their fancy. Standing about 3 feet tall, Kender are anything but intimidating. They are inclined to be thin, weighing between 30 and 40 pounds.
Kender skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and straight. They tend to have brown or hazel eyes, though blue eyes appear occasionally. Kender men rarely grow facial hair. They like to wear simple, comfortable, clothes, favoring bright colors and LOTS of pockets.
Cheerful and Curious
Kender are cheerful people, often so much so that their companions can find their endless jokes, stories, and tall tales a bit off-putting. They cherish the bonds of family and friendship as well as the comforts of hearth and home, however they also love the pursuit of adventure. This is not due to a desire to acquire things (Kender will acquire things wherever they go, but they tend not to “own” much). Rather the Kender just like to be entertained, amused, and engaged. It is said that the Kender fear nothing but boredom, and woe be to the adventuring party who fails to keep the Kender among them amused.
Not Thieves, Handlers
Kender do not generally believe in the concept of personal property, apart from a few family heirlooms or personal items, which they guard jealously. Kender also believe that stealing from someone is one of the worst things you can do, as so few possessions actually matter.
However, Kender do believe that “handling” is not only acceptable, it is to be expected. Other races would describe Kender handling as the philosophy that any item not being actively held on to and interacted with by a person can be borrowed, and returned…if the Kender remembers to do so. And if they forget, it’s no big deal. Kender will almost always return an item they have handled if asked for it.
Kender also tend to be masters of thieves’ tools. A common Kender saying is, “A lock insults the purpose of a door.” Kender happily break into any home, tomb, chest, or locked item or location, reasoning that some cruel person must have put that lock on there to make life harder than it needs to be.
Your kender character has a number of traits in common with all other kender.
Ability Score Increase
Your Dexterity score increases by 2. Your Charisma score increases by 1.
A Kender reaches adulthood at the age of 15 and generally lives about a century.
Most Kender are chaotic good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.
Kender average about 3 feet tall and weigh about 25-30 pounds. Your size is Small.
Your base walking speed is 25 feet.
You have extreme difficulty resisting picking locks, be they on chests, doors, chambers filled with monsters, jail cells. Fortunately, you have proficiency with thieves’ tools.
You are immune to being frightened.
Kender constantly pick things up and put them in their pockets, pouches, and bags, often immediately forgetting that they have done so. 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 one day in a dungeon, village, town, or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
You can move through the space of any creature that is of a size larger than yours.
You have a remarkable ability to get under someone’s skin. As an action, you may choose one creature who can hear and understand you. Make a Charisma (Performance) check, resisted by the target’s Wisdom (Insight) check.
If you win, the target must use its next action to attack only you. If you are outside of its attack range, it must charge at you and may only dash until it reaches you or its turn ends. The target attacks you with disadvantage.
If the target wins the contest, it is immune to your Taunt for 24 hours.
You can speak, read, and write Common and Kenderspeak.