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Halfling

Halfling

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. 
ability score increase:
age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size: Small
speed: Your base walking speed is 25 feet.
Languages: Common, Halfling
race features:

Lucky

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.  

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.  
There are two sub-groups of Halflings; Lightfoot halflings are those most widely spread across Weston, living in human settlements and well integrated. Stout halflings are those that tend to still live in their homelands in southwest Weston.    

Lightfoot Halfling

 

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.    

Stout Halfling

 

Stout Resilience

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

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Articles under Halfling


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