Kender (5e Race)
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Kender resemble Halflings, but take on more of their ancestral traits, such as their pointed ears, which resemble their ancestral heritage race. Most Kender place their hair in a topknot, which is a source of racial pride.
The Kender descended from ancient Gnomes and Elves from the power of the Greygem at Gargath's tower. Created by Tracy Hickman and Margaret Wies
Kender have no concept of ownership, and tend to 'borrow' objects that they need in their day to day life, this concept has caused other races to view them as a race of thieves, something that Kender take great offense towards, because they believe there is nothing morally wrong with handling something that belongs to someone else.
Kender are typically named after objects or events.
Male: Lockpick, Shoehorn, Earwig, Tasslehoff Burrfoot
Female: Dagger, Bearchase, Haversack
Small and fearless kleptomaniacs
Ability Score Increase. Your Charisma increases by 1.
Age. A Kender reaches adulthood at the age of 20 and live up to 200 years.
Alignment. Due to their cultural view on borrowing, most Kender are chaotic.
Size. Kenders average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Fearless. You cannot be frightened.
Taunting Nature. You know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell. Save vs wisdom.
Darkvision. Accustomed to the darkness of twilight, you have superior vision in the dark and dim conditions. You can see in dim light within 60 of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Borrowing nature. Due to your culture you are capable of taking items without ever being discovered, even by yourself, as a result you have advantage on all sleight of hand skill checks that have to do with stealing.A roll will be made to see if the Kender has aquired something.
Languages. You can speak, read, and write in Common and Halfling.
Subrace. There are two main types of Kender those that have an Elven heritage and those that have Gnomish heritage.
Ability Score Increase. Your Dexterity increases by 2.
Keen Senses. You have proficiency in the Perception skill.
Imitation. You can imitate the sounds of nature such as a bird's call or a cricket's chirping, additionally you have advantage when impersonating someone's voice.
Additional Language. You can speak, read, and write in Elven.
Ability Score Increase. Your Intelligence increases by 2.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Additional Language. You can speak, read, and write in Gnomish.