Halflings

Halflings

Halflings are among Eashavar's most prolific races, and they find their place primarily amongst the lower classes of human societies. There is only one nation which Halflings can truly call their own - Adaetha - but most are content to live simple lives of service without complaint. This demeanor has historically led to them being over-represented in Eashavar's slave trade, and many Halfling families have at least one member who has succumbed to being a victim of such trafficking. Talk of slavery, then, is the one sure-fire way to get a Halfling politically fired-up, and many volunteer their time to aid its victims or to liberate them from their shackles.  

General Information

Rarity: Common. (You may play this race without consulting the DM.)   Physical Description: Halflings are much like humans in their variety, but they stand a meagre three to four feet tall. They lack the stockiness and heavy weight associated with the Dwarves, often weighing as little as 50 pounds despite their propensity for large feasts and their insatiable thirsts. Halflings do not typically have beards, but they may grow sideburns and small mustaches. They are a hardy and practical people, and while they are diminutive, they are often rough due to their hard work in fields and factories.   Family Structure: Halflings live in large family structures, and typically have upwards of ten children each. Luckily, they are small, and so they fit easily into the average-sized human home. Another fortune: they do not usually mind squalor and tight living conditions as much as their larger compatriots. Less fortunately, this also means they are not quite as prone to hygiene, though those which leave their family homes and adapt to living among others often take on a rabid desire to remain squeaky-clean. Halfling surnames may denote importance, but traditionally they're just two words put together, referencing something each family is (or was) known for.   Attitude Toward Society: Halflings fit well into any society, as they are a naturally adaptive and uncomplaining race. In fact, they are perhaps a little too open, and their curiosity often leads to awkward social interactions; Halflings don't really have any boundaries! Part of this can be chalked up to living in the tens beside each other, but it's primarily just the well-known friendly Halfling demeanor, as they're known to stay positive regardless of the situation.   Attitude Toward Gender: Halflings, while communal, are also quite individualistic when it comes to their identity, as they need some way to set themselves apart from each other! They typically adopt the social norms of the society they live in publicly, but in private and among other halflings, they categorize themselves into countless genders and gender roles. These genders often fracture off of society's broader norms, merely amplifying or minimizing some aspect of the standard roles. This also makes it easy to code-switch when in the public sphere, as Halfling genders largely remain subsets of mainstream genders (merely with added frills!)   Attitude Toward Relationships: Halflings tend to be semi-monogamous. They marry, but they also maintain other secondary partners, which they consider to be slightly lesser in importance. Due to the broad spectrum of genders Halflings can inhabit, they don't tend to limit their sexuality along gendered lines, and it's hardly a consideration to them when they consider starting up relationships.   Given their openness to secondary partners, Halfling children sometimes arise outside of the primary family as a result of trysts. In most cases, these children are adopted into the family with fewer children or greater means, and are treated as if they'd come from the primary partnership. In such cases, the secondary partner becomes a very close "aunt" or "uncle" to the child, regardless of their actual blood relation.  

Race (5e)

Halflings (5e)

ability score increase: +1 Dexterity
age: Halflings mature at around age 15, and typically have lifespans that stretch as far as 80 years old.
Size: Small
speed: 25ft
Languages:
race features:
Natural Nimbleness: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Additionally, you may move through the space of any creature that is of a size larger than yours.   Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. This does not apply to death saving throws.
 

Ancestry (Pathfinder 2e)

Halfling feats emphasize an uncanny luck, communal ties, and a penchant for trickery developed through years of living in others' shadow.  

Halflings

Hit Points
6
Size
Small
Speed
25
Ability Boosts
Dexterity, Wisdom, Free
Ability Flaw
Strength
Traits
Humanoid, Mortal, Halfling
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Heritages
Hillock Halfling: Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.   Jinxed Halfling: You were born with a strange blessing: bereft of the typical halfling luck, you can instead manipulate the fortunes of others. You can never take the Halfling Luck feat, and you gain the Jinx action.   Jinx: Once per day, you can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher. If they succeed, they are unaffected and immune to jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute (clumsy 2 on a critical fail).   Observant Halfling: Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.   Traveller Halfling: Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Adroit ManipulationHalfling1-You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do.
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You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.
Distracting ShadowsHalfling1-You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself.
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You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.
Folksy PatterHalfling1-You are adept at disguising coded messages as folksy idioms.
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You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a Perception check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply.
Halfling LoreHalfling1-You’ve dutifully learned important skills passed down through generations of halfling tradition.
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You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.
Halfling LuckFortune, Halfling1-Your happy-go-lucky nature makes it seem like misfortune avoids you.
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Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. Once per day when you fail a skill check or saving throw, you can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.
Halfling Weapon FamiliarityHalfling1-You favor traditional halfling weapons, so you’ve learned how to use them more effectively.
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You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword. You gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons.
InnocuousHalfling1-Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence.
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Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.
Prairie RiderHalfling1-You grew up riding your clan's shaggy ponies and riding dogs.
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You grew up riding your clan's shaggy ponies and dorgas. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
Sure FeetHalfling1-Whether keeping your balance or scrambling up a tricky climb, your feet easily find purchase.
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Whether keeping your balance or scrambling up a tricky climb, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Balance or Climb.
Titan SlingerHalfling1-You have learned how to use your sling to fell enormous creatures.
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You have learned how to use your sling to fell enormous creatures. When you hit on an attack with any weapon in the sling category against a Large or larger creature, increase the size of the weapon damage die by one step.
Unfettered HalflingHalfling1-You were forced into service as a laborer, but you’ve since escaped and have trained to ensure you’ll never be caught again.
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You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.
Easily DismissedHalfling5-You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked.
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You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed. On a success, you aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s discretion), observers notice you right away.
Halfling IngenuityHalfling5Halfling LuckWhile your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger.
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While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren’t trained in that skill. If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.
Halfling Weapon TricksterHalfling5Halfling Weapon FamiliarityYou are particularly adept at fighting with your people’s favored weapons.
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You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon's critical specialization effect.
Shared LuckHalfling5Halfling LuckYou are evidence that it’s lucky to travel with a halfling.
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You are evidence that it’s lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it’s worse than their first roll. If you have Guiding Luck, you can’t use Guiding Luck’s effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.
Step LivelyHalfling5-You are an expert at avoiding the lumbering footsteps of larger creatures.
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You are an expert at avoiding the lumbering footsteps of larger creatures. When a Large or larger enemy ends a move action adjacent to you, you Step to another space adjacent to the enemy.
Dance UnderfootHalfling9Step LivelyYou dart under the legs of your enemies in combat.
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You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy's space. Also, when using the Step Lively feat, you can Step into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze.
Fade AwayHalfling9Easily DismissedYour ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects.
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Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day.
Guiding LuckHalfling9Halfling LuckYour luck guides you to look the right way and aim your blows unerringly.
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Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
Helpful HalflingHalfling9-When you aid a friend with a task, you find many ways to help and avoid interfering.
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When you aid a friend with a task, you find many ways to help and avoid interfering. On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don’t give your ally a –1 circumstance penalty to their check.
Unhampered PassageHalfling9-You won't allow others to restrain you.
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You won't allow others to restrain you. You can cast freedom of movement on yourself as a primal innate spell once per day.
Ceaseless ShadowsHalfling13Distracting ShadowsYou excel at going unnoticed, especially among a crowd.
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You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.
Cobble DancerHalfling13-You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments.
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You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can Step into difficult terrain and enemies in difficult terrain are flat-footed to you.
Halfling Weapon ExpertiseHalfling13Halfling Weapon FamiliarityYour halfling affinity blends with your class training, granting you great skill with halfling weapons.
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Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained.
Incredible LuckHalfling13Halfling LuckEven other halflings consider you to be particularly lucky.
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Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.
Toppling DanceHalfling13Dance UnderfootWhile sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share.
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While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it's not your ally.
Shadow SelfHalfling17legendary in StealthWith a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else.
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With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. Once per hour, when you successfully use Stealth to Hide and become Hidden from all your current foes, or use Stealth to Sneak and become Undetected to all your current foes, you become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're hidden there, but they don't discover your actual location.
You Might...
  • Get along well with a wide variety of people and enjoy meeting news friends.
  • Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.
  • Be flexible and adaptable, always fitting into whatever society in which you may fall.
  Others Probably...
  • Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.
  • Think you bring good luck with you.
  • Underestimate your strength, endurance, and fighting prowess.