Sometimes, often in places saturated with magical energy, a gnome is born with exceptional fearlessness and curiosity. These gnomes are known as Kender. Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.
Relations of other Races
In many gnome communities, the birth of an exceptionally pointy eared child, the telltale sign of a Kender, is met with great joy.
Physical Appearance
Gnomes are small people with pointed ears and rosy features. Most have thick hair growing atop their feet, arms, and hands.
Kender look similar to their gnomish parents, although sometimes their ears are exceptionally pointed.

Ability Score Increase
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type
You are a Humanoid (Gnome, Kender).
Age
Like other gnomes, kender can live for centuries, up to 500 years.
Size
You are Small.
Speed
Your walking speed is 30 feet.
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 frighted 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.
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Creation Myth
Prototype created the Deep Gnomes when En was new, hoping to gain knowledge of this new, strange plane which he could use to their advantage. They soon realized, however, that their humanoid creations had the drawback of being independent thinkers. Deciding that En and the Deep Gnomes were an unproductive waste of time and energy, Prototype quickly abandoned them.
After The Lightbringing, Hestia took notice of the abandoned Deep Gnomes, and decided to adopt them as a patron goddess. Fascinated by the kindness and closeness of the small folk, Hestia copied Prototype's designs, creating the Forest Gnomes and Rock Gnomes.
It is believed that Kender are the result of this dual creation story, formed from Hestia's attempt to copy Prototype's design.
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