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"Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a ood meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched beteen two of his toes, and hung out over the quiet lae, mirrored perfectly in the glassy surface of Maer Dualdon." - R.A. Salvatore, The Crystal Shard

The comforts of home are the goals of most halfling's 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 oad 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.

Halfling TraitsEdit

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 his or her second century.
Alignment. Most halflings are lawful good. As a rule, they re 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 sacing 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 haflings 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.

Small and PracticalEdit

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, thy appear as relatively harmless and so have managed to survive for centuries in the sadow of empires and on the edges of wars and political strife. They are inclined to be stot, weighing between 40 and 45 pounds. Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown to sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and CuriousEdit

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of hold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Blend Into The CrowdEdit

Halflings are adept at fitting into a community of humans, dwarves or elves, making themselves valuable and welcome. THe combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families or communities are threatened.

Halfling NamesEdit

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuc so tenaciously they have been passed down through the generations.

Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

Female Names: Andry, Bree, Callie, Cora, Euphemia, Fillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna

Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough.

LightfootEdit

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings and often dwell alongside other races or take up a nomadic life.

Ability Score Adjustment: Your Charisma score is increased 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.

StoutEdit

As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten realms, these halflings are called stronghearts, and they're most common in the south.

Ability Score Adjustments: Your Constitution score is increased by 1.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.