Halfling Species in The Five Realms | World Anvil
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Halfling

Halflings are a hard-working race of peaceful citizens. Their communities are similar to those of humans although they usually contain many burrow homes in addition to surface cottages. Halflings average 3 and a half feet in height have ruddy complections, with sandy to dark brown hair and blue or hazel eyes. Their dress is not often colorful but serviceable and they like to wear caps or tunics. ln addition to their own language many halflings also speak the common tongue, gnome, goblin, and orcish.   Due to their stature and disposition, halflings are often thought of as childlike, unimportant in terms of international warfare and diplomacy, and mentally immature; happy, innocent, fun-loving, uncaring, and stupid. Racial stereotypes are always false, but they are based on perceptions of common traits and may contain a kernel of truth.   Whereas dwarves are thought of as dour, grim, and taciturn, halflings are thought of as having a merry spirit, and this is true. What is wrong is to think of them as a lightheaded, unimportant, simple race, happy with their lot as pigs are happy in a mud wallow. This view is incorrect, but halflings are not the type to go to war about it.   It is also wrong to view halflings as mischievous children. Halflings, in general, have none of the wide-eyed innocence of human children and are far more respectful of the property and dignity of others. Although it is true that many of those who go adventuring and travel outside The Shires enjoy both thieving and mischievously playing pranks, in the Shires, they will only act stupid or innocent when performing plays in caverns or halls. Halflings are generally straightforward, honest folk.   Halflings are a proud people, but they are also sensitive to the needs of other creatures which share their land. They do not consider themselves superior to other races or to those who have different beliefs, unlike the human tribes of they have met and choose to avoid for the most part. Halfling pride is not exhibited by being haughty, or quick to find an insult, or by difficult behavior toward others. They take pride in their own survival through centuries of persecution, and in their deeds and accomplishments. The history of halfling society is recorded in the tapestries of the various clans. Halflings tend to be curious and inquisitive, though not in a pushy or very obvious manner. "All things pass the eyes of one who watches and blinks not with impatience," goes a very old halfling saying. They are always interested in learning more about the world around them. In youth, all halflings go through a time of finding themselves, an essential part of this learning. A halfling will never be so set in their ways that he will be blind to possible trouble or resist new ways or inventions, regardless of age or station. The continual observation of the world around also makes a halfling difficult to surprise or dupe, as many individuals of other races have discovered to their cost.   Halflings are almost fearless in the defense of their own land and folk; they are very willing to die to protect their fellows. "Do what must be done; the clan will remember: ' runs an old proverb. This does not mean that hin will foolishly throw their lives away when retreating to fight later would better protect their fellow halflings, but it does mean that adventurers facing monsters can expect aid from halfling children and ancients alike, not a lot of screaming and flight.   The central focus of halfling life in the Shires is the clan. Clans tend to have up to 1, 500 or so members, all of whom are related and have the same last name. Within a clan, those who also happen to have the same last name are distinguished by the use of nicknames, which are very common among halflings. Clan influence and a halfling's personal reputation as a successful and courageous adventurer could have great bearing on whether the halfling is considered for any of the military or civil offices of the Shires.   Clans are founded only rarely, usually by individuals of great fame and accomplishment who take a new clan name they have invented or have acquired during their adventures. This name cannot be the same as, or very similar to, the name of an existing clan. If a clan founder is not fecund, the clan will stay small for some generations and may well die out. By tradition since the end of the Godswar, there are to be no more Clans in The Shires. A new clan can no longer be founded unless it is to replace one of the present clans if they are wiped out. This extinction must be known and the halflings wishing to found the new clan must have had nothing to do with the fall of the clan that has disappeared. Most clans have existed for centuries and when possible, clans tend to settle and remain in certain areas of the Shires. In the past, this has not always been possible, due to the many battles during the Godswar in or near The Shires, but left to their own devices halflings have proven to move about little in the centuries since then.   Most halflings who choose to dwell outside The Shires are clanless, unless they reside nearby, close enough retain contact with their clans within the Shires. As a result, those outside the Shires but close enough to remain in contact with relatives back home are almost all aware of the existence and the doings of clans in the Shires related to them or with whom they share common names. Such halflings may well have smaller families with less ritual and clearly remembered history and traditions, more akin to human families. These families tend to have names derived from family characteristics or professions, such as Winkeye and Sheepwatch.   Halflings outside the Shires have in the past suffered persecution when those who rule the lands in which they dwell have feared hin clans provide a network of spies, smugglers, or even possible invaders across their borders. Therefore, most halflings outside the Shires tend to keep quiet about their clan ties or allegiances. Not all know the names and runes of all the Clans, nor care.

RPG Datasheet

Halfling

Player's Handbook page 26  
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 their 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
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 traveling.
Subrace
The two main kinds of halfling. lightfoot and stout, are more like closely related families than true suhraces. Choose one of these subraces.
 

Subrace 1: Lightfoot

Player's Handbook page 28  
Ability Score Increase
Your Charisma score increases by 1.
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 2: Stout

Player's Handbook page 28  
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.
 

Subrace 3: Ghostwise

Sword Coast Adventurer's Guide page 110  
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.

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The Players Guide
Races

Kaen

"Hobbledehoy"

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