Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 1. Age. Kender mature at the same rate as humans but live a few years longer. Alignment. Anything Size. Aasimar are about the same size and build as halflngs. Your size is Small. Speed. Your base walking speed is 25 feet. Fearless. You cannot be frightened Taund. You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you.If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action. If the target wins the contest, it is immune to your Taunt for 24 hours.
Kender Pockets. Kender constantly pick things up and pocket them, and then often forget about them. 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 town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Languages. You can speak, read, and write Common and Kenderspeek (Kenderspeek is a language unique to the Dragonlance setting. If you are playing in a different setting refer to your DM for a second language, usually Gnomish or Halfling.