race features:
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 Frightened 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).
Kender are diminutive Humanoids who look like Humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure.