BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Halfling

Halflings – also known as hobbits, or "good folk" by other races – were humanoid creatures similar in shape to humans. The term "halfling" was derived from the fact that they were around half of the size of, but otherwise very similar in appearance to a Human. A group of hobbits left their homeland and headed east, where they would eventually diverge into Kender.

Description

Halflings were small in comparison with the members of most other races, standing somewhere from 2′8″‒3′4″ (81‒100 cm) tall and weighing on average between 30‒35 lb (14‒16 kg). In many ways, halflings resembled small humans and usually had the same proportions as the typical human adult. Most halflings had dark hair and eyes, regardless of their skin complexion which, although commonly ruddy in hue had a similar range to humans.   Nearly all male halflings were incapable of growing true beards, though many had long sideburns. Halfling hairstyles were often complex, with strands woven together or braided. Although halflings had an affinity for collecting valuables, they did not prefer to wear these on their person, instead preferring more comfortable clothing.   Halflings had lifespans comparable with, but slightly longer than, humans. A halfling was typically considered an adult in their early twenties and some lived into their 150s.

Subraces

Stout

Stout halflings were somewhat shorter and stockier than other races of hobbit. They also tended to be tougher and somewhat more industrious, which led some people mistake them for a Dwarf. These hobbits tended to be somewhat tanned in complexion with darker coloured eyes and hair.

Lightfoot

The most well known subrace, Lightfoot tended to be extremely good-natured, outgoing, and curious. Of all halflings, Lightfoot were the most prone to wanderlust and adventuring, with even the less daring frequently living in the communities of other races. They were among the fairest complexion of halflings, and normally sported blue and green eyes with blonde, pale brown, or ginger hair.

Ghostwise

Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. They do not experience as much wanderlust as the other halflings subraces and as such tend to be found almost exclusively in The Lar. Ghostwise hobbits tended to have a darker complexion than other hobbits, with their hair and eye colour usually being dark browns.

Lotusden

These halflings are considered the most spiritual and magical of all hobbits. Much like Ghostwise, they tend to stay in their homelands for much of their lives, however this was more out of a love for the forests and hills of The Lar than a sense of clan. Lotusden were the most curious looking halflings, with pale skin, dark hair, and most frequently bright green eyes.
 

A lightfoot halfling gardener

Personality

Halflings were by nature joyful and friendly in their dealings with others. Because they lived in a world where they were surrounded by larger creatures, halflings tended to avoid notice, often deliberately, or at the very least, acted cordial towards the larger races. Halflings appeared deceptively harmless, meaning they were often beyond the notice of enemies that might otherwise pose a threat to them.   The halfling mind was practical and halflings concerned themselves with their immediate surroundings. They took pleasure in simple things, with few aspiring to greatness in the same manner as humans. Some halflings did become adventurers, but usually this was a practice taken up for reasons of necessity rather than personal drive. Because of their love for home and family, halflings made loyal and courageous allies, willing to put their own lives at risk for the sake of others.   While many halflings did not have the ambition for adventure that some races did, most preferred trouble to boredom; the race was notoriously curious. Halflings were courageous, more so than many races, and their daring was often difficult to match. Many halflings also had a strong appetite for food and drink as well as narcotics and clothing. Similarly, many halflings were enthusiastic collectors, and loved to hold on to possessions won through skill and daring.

Society

Culture

Halfling communities were tightly knit groups found around the world, usually near the settlements of other races. Most halflings didn't recognize the claims of kings or nobles as sovereign rulers but instead looked primarily to their family elders to guide them. This focus on bloodlines enabled halfling traditions to continue for millennia relatively intact. Halflings also valued a sense of community; halflings naming each other "halfling" was a salute of brotherhood.   Halfling culture had a fondness for stories and legends and was rich in the oral tradition. So much care was put into the retelling of traditional stories and their preservation that halflings often unwittingly had access to lore about ancient and long-gone cultures or empires that others had long since forgotten about. Many halflings were able to recall some detail of the ancient past, though it was usually wrapped in the shrouds of legends.   Halflings called the longer times of a day by how far the sun traveled in the sky and shorter moments like up to three minutes "A long tune" and around ten minutes "3 long songs".

Relations

Halflings, in general, tried their best to get along with everybody and managed to do so with most other races. Lightfoot and Stout halflings were friendly, outgoing, and uncommonly adept at fitting into communities of humans, dwarves, elves [Elf], or gnomes [Gnome]. Most halflings, in fact, didn't live in communities of their own but instead regions dominated by other races. It should be noted that halflings usually found insults directed at them to be amusing rather than insulting. Exceptions to the general rule of halfling amenability did exist, and Ghostwise and Lotusden halflings were far less outgoing, and tended to remain in The Lar.

Cuisine

It was said that "Cheese, bread, ale and more cheese are what fill a happy hobbits stomach." Sometimes halflings made food goods for humans, among these were sausages, cheeses, stews, and baked goods. Halflings themselves liked those foods as well, but made them chewier and more rubbery for their tastes, with no strong spices, but instead using basic herbs. When Hin were left to their own devices, they produced flavored cheeses, sour grape wines, sour table grapes, and goat and sheep meats and their milk. In winter, they had two stews ready all day; one lighter broth, and the other filled with more sustenance.

Combat

Halflings were quick and dexterous humanoids, even given their size, with quick reflexes and an ability to recover easily from sudden danger. Halflings, who by and large had a strong force of personality, were also intensely courageous and were more likely to retain their valor than most other humanoids, even when under the effects of a spell or other power. Beyond this, halflings had what could be best described as a lucky streak, which made it less likely for them to be injured in perilous circumstances.   As towards other humanoids, and as a trend, halflings tend to be weaker. However, this was not a universal truth of the race. Similarly, although many had an excellent sense of hearing, not all did.

Religion

The majority of halflings worshipped the Halfling Pantheon, with particular reverence being paid to Mae, the mother of the pantheon. Lightfoot were notable in that they had all but adopted the human goddess Sorta as a halfling deity to the point where some hobbits didn't realise that she was in fact a human interloper deity. Sages believed that it was in part due to the Lightfoots adoption of Sorta that halflings shared a propensity to be lucky.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Small.
  • Speed: 30 ft.
  • 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.

Subrace: Stout

  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Subrace: Lightfoot

  • Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Subrace: Ghostwise

  • 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.

Subrace: Lotusden

  • Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
  • Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

Spellstain

Mark of Healing

  • Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
  • Healing Touch. You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.
  • 1st Cure Wounds, Healing Word
    2nd Lesser Restoration, Prayer of Healing
    3rd Aura of Vitality, Mass Healing Word
    4th Aura of Purity, Aura of Life
    5th Greater Restoration

Mark of Hospitality

  • Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
  • Innkeeper's Magic. You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.
  • 1st Goodberry, Sleep
    2nd Aid, Calm Emotions
    3rd Create Food and Water, Leomund's Tiny Hut
    4th Aura of Purity, Mordenkainen's Private Sanctum
    5th Hallow

Articles under Halfling