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.