Halfling
Small and Practical
The diminutive halflings survive in a w orld full o f larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest o f halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.Kind and Curious
Halflings are an affable and cheerful people. They cherish the bonds o f family and friendship as well as the comforts of hearth and home, harboring few dreams o f gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style o f clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.Blend into the Crowd
Halflings are adept at fitting into a community of humans, or dwarves making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms o f their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort o f halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall o f empires. Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving w agons or guiding boats from place to place and maintaining no permanent home.Halfling Names
A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, UnderboughHalfling
Halfling Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t Secret, but Halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people in whose lands they dwell or through which they are travelling.
Subraces
Ghostwise
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Ghostly Visions. The ghosts and monsters of another realm are visible to you. You have vision of the Ethereal plane, Feywild, or Shadowfell for 30 feet around you. You can easily differentiate the different planes, as objects and creatures on other planes appear translucent. Choose which plane you can see at the time of character creation. In addition, once per day, as an action, you may interact with an object or creature of your choice that is in the plane you can see for 1 minute. This trait does not allow you to shift planes or remove objects from a plane.
Stout
Ability Score Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Hearty Supper. You gain proficiency with cook’s utensils. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it gains 2 temporary hit points at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Lightfoot
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured by only a creature that is at least one size larger than you.
Weightless Step. While you are hidden your footsteps make no noise. In addition traps whose triggers are pressure or weight activated do not activate if you cross them at half your base speed or slower.
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