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Kender
- Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1.
- Size: Small
- Speed: 25 feet
- Curiosity: Once per day, you may search through your belongings to find any single item worth 2 GP or less and weighing 2 lbs or less, which you reasonably could have picked up in your travels.
- Taunt: As an Action, you can force a target 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 gains disadvantage on the next attack roll and must target you. A creature who fails their save gains advantage on subsequent saves against this ability.
- Brave: Kender are immune to the frightened condition. They can however fear for the safety of their friends.
- Innocence: A kender’s natural innocence make them terrible liars, so they make Deception checks at a disadvantage.
- Language: You can speak, read, and write Common and Halfling.
- Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.