Halfling
Halflings – also known as Hin, the "quick folk" amongst themselves, or the "sly folk" 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 humans, but otherwise very similar in appearance.
The halfling mind is practical and halflings concern themselves with their immediate surroundings. They take pleasure in simple things, with few aspiring to greatness in the same manner as humans. Some halflings do become adventurers, but usually this is a practice taken up for reasons of necessity rather than personal drive. Because of their love for home and family, halflings make loyal and courageous allies, willing to put their own lives at risk for the sake of others.
Since then, halflings were found in their greatest concentrations within the nation of Amn. Though formerly met with prejudice, halflings earned acceptance through their skill as merchants and business partners. Halflings could also be commonly found along the Sea of Fallen Stars, particularly human-dominated cities. In fact, human cities were often the most common place to find halflings, who frequently found ways to exploit the ever-changing climate of human societies, although dwarven cities were also accommodating.
The hin generally avoided realms where slavery was prevalent or those where exploitation of their kind was socially acceptable. As of the 1370s DR, this included the lands of Mulhorand, Tashalar, Thay, and Unther, as well as cities such as Glister, Mulmaster, and Zhentil Keep. The people of Halruaa and the Uthgardt barbarians were actively prejudicial toward halflings and did not allow them to infiltrate their lands.
Height 2’ 7”+(2d4), Weight 35+(2d4x1).
You speak, read and write Halfling and Common.
Your 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.
Description
Halflings are by nature joyful and friendly in their dealings with others. Because they live in a world where they are surrounded by larger creatures, halflings tend to avoid notice, often deliberately, or at the very least, act cordial towards the larger races. Halflings appear deceptively harmless, meaning they are often beyond the notice of enemies that might otherwise pose a threat to them.The halfling mind is practical and halflings concern themselves with their immediate surroundings. They take pleasure in simple things, with few aspiring to greatness in the same manner as humans. Some halflings do become adventurers, but usually this is a practice taken up for reasons of necessity rather than personal drive. Because of their love for home and family, halflings make loyal and courageous allies, willing to put their own lives at risk for the sake of others.
Homelands
The center of halfling culture was, until relatively recently, the kingdom of Luiren. The land was devastated by the Spellplague however, as were other halfling homelands such as Arnrock and the Chondalwood. Since then the halflings became more displaced than before, though as a result they also came together in unity even more tightly than they were before. There was also a sizable kingdom of hin called Delmyr, located in the forest on the eastern slopes of the Glittering Spires mountain range in the Hordelands. The folk of Delmyr were isolationists and lived much more in tune with nature.Since then, halflings were found in their greatest concentrations within the nation of Amn. Though formerly met with prejudice, halflings earned acceptance through their skill as merchants and business partners. Halflings could also be commonly found along the Sea of Fallen Stars, particularly human-dominated cities. In fact, human cities were often the most common place to find halflings, who frequently found ways to exploit the ever-changing climate of human societies, although dwarven cities were also accommodating.
The hin generally avoided realms where slavery was prevalent or those where exploitation of their kind was socially acceptable. As of the 1370s DR, this included the lands of Mulhorand, Tashalar, Thay, and Unther, as well as cities such as Glister, Mulmaster, and Zhentil Keep. The people of Halruaa and the Uthgardt barbarians were actively prejudicial toward halflings and did not allow them to infiltrate their lands.
Lifespan
Hobbits reach adulthood at the age of 20 and generally lives to about 150 years.Species Abilities
You add a +2 to your Dexterity ability score.Height 2’ 7”+(2d4), Weight 35+(2d4x1).
You speak, read and write Halfling and Common.
Your 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.
Stout Halfling
Add a +1 to your Constitution ability score.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Add a +1 to your Constitution ability score.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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