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==5th Edition== Whilst 5th edition slowed them down compared to 4th, it didn't entirely hit them with the nerf bat. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +2 Dexterity ::Size: Small ::Speed: 25 feet ::Vision: Normal ::Lucky: When you roll a 1 on an attack roll, ability check or saving throw, reroll the die and use the second result. ::Brave: You have Advantage on saves vs. Frightened. ::Halfling Nimbleness: You can move through the space of any creatrue that is a size category larger than you. ::Subrace: Lightfoot or Stout. ''Lightfoot:'' ::Ability Score Increase: +1 Charisma ::Naturally Stealthy: You can attempt to hide even when only obscured by a creature at least one size category larger than you. ''Stout:'' ::Ability Score Increase: +1 Constitution ::Stout Resilience: Resistance to Poison Damage, Advantage on saves vs. Poison. ''Sword Coast Adventurer's Guide'' added the Ghostwise subrace from previous editions. ''Ghostwise:'' ::Ability Score Increase: +1 Wisdom ::Silent Speech: You can speak telepathically to any creature within 30 feet of you. You can only speak telepathically to one creature at a time, and you must share a language for them to understand you. ''[[Eberron]]: Rising From the Last War'' added two new subraces based on [[Dragonmark]] possession. ''Mark of Healing:'' ::Ability Score Increase: +1 Wisdom ::Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check. ::Healing Touch. You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. ::Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class. Mark of Healing Spells: ::1st: cure wounds, healing word ::2nd: lesser restoration, prayer of healing ::3rd: aura of vitality, mass healing word ::4th: aura of purity, aura of life ::5th: greater restoration ''Mark of Hospitality:'' ::Ability Score Increase: +1 Charisma ::Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. ::Innkeeper's Magic. You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells. ::Spells of the Mark. If you have the Spell casting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class Mark of Hospitality Spells: ::1st: goodberry, sleep ::2nd: aid, calm emotions ::3rd: create food and water, Leomund's tiny hut ::4th: aura of purity, Mordenkainen's private sanctum ::5th: hallow The ''Explorer's Guide to Wildemount'' for [[Exandria]] added the new '''Lotusden Halfling''' subrace: ::Ability Score Increase: +1 Wisdom ::Child of the Wood: You can cast Druidcraft. At 3rd level, you can cast Entangle 1/day. At 5th level, you can cast Spike Growth 1/day. As with all racial SLAs, you don't need components when using these trait-granted spells. Wisdom is your spellcasting ability score for all three. ::Timberwalk: You impose Disadvantage on attempts to track you, and you ignore difficult terrain made of nonmagical plants and undergrowth. </div></div> ===3rd Party Settings=== ;World of Farland In the [[World of Farland]], halflings, or ''hositan'' as they call themselves, use the standard PHB racial traits... but, there's also the subsetting "War of Immortals", which is set back in the ancient past of the setting. Here, halfling culture is literally just forming - halflings were only just recently recognized as being ''people'' instead of '''pets''' by the [[dwarf|dwarves]], who are rather embarrassed about the whole matter, and there are two unique subraces. The core race is identical to the 5e version above, but the subraces are different. ''Outsiders'', also known as ''Shire-Dwellers'', are the original halfling stock; they get +1 Constitution and have the Lightfoot's Naturally Stealthy racial trait. ''Insiders'' are halflings who were bred as pets by the dwarves until recently; they get +1 Charisma and the unique trait "Learned", which grants them Proficiency in and Advantage on two skills of their choice from a list of Animal Handling, Arcana, History, Investigation, Medicine, Nature, Performance, Persuasion and Religion. ;Scarred Lands In the [[Scarred Lands]], halflings mostly live in small, insular agrarian villages and are fearful of strangers, as they've been often enslaved by nobles and tyrants. In general they try to keep themselves out of sight from other races and nations. Only recently has the Calastian Hegemony given them a homeland, the Heteronomy of Virduk, and many halfling slaves in the hegemony are given the option to buy out their contracts in return for a decade of military service. The halfings of Scarn all use the following stats: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Dexterity, +1 Constitution ::Size: Small ::Speed: 25 feet ::Lucky: When you roll a 1 on an attack roll, ability check or saving throw, reroll the die and use the second result. ::Brave: You have Advantage on saves vs. Frightened. ::Halfling Weapon Training: You are proficient with blowgun, dart, sling, and spear. ::Halfling Nimbleness: You can move through the space of any creatrue that is a size category larger than you. ::Halfling Stealth: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ::Halfling Talent: When selecting skill proficiencies from your class, add Acrobatics, Deception, Persuasion, and Stealth to the list of choices. ::Language: You speak Calastian, Ledean, or Veshian, and one other language. </div></div> ;Midgard In [[Midgard]], originally, the most notable thing about halflings was the existence of the '''Winterfolk''', badass neo-[[Viking]] hunters and trappers who inhabit the cold, windswept hillocks of the Rothenanian Plains, where they ride great cats and prey on the local monsters for meat, leather, bone, tusks, antlers and pelts. These were the only variety to get stats in the original Midgard Heroes Handbook. Then the Tome of Heroes came along and added four more halfling subraces; '''Courtfolk''' used to be the slaves of the elves and still cling to the remaining [[elf]] and [[Shadow Fey]] territories. '''Hinterfolk''' are fiercely territorial tribal hunter-gatherers from the [[Southlands]]. '''Riverfolk''' are basically 4e/[[Nentir Vale]] halflings, being boat-dwelling river-rats who make their living plying the streams, lakes and swamps of the world. Finally, '''Urban Halflings''' have spent so long surviving in the [[human]]-dominated cities that they have become their own distinct thing from their Lightfoot ancestors. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Courtfolk Halfling:''' ::Ability Score Increase: +1 Charisma ::Longevity: Courtfolk live up to 350 years old, more than a century past the norm for other halflings. ::Boon Companion: When you work with an ally to complete a task or take the Help action in combat, that chosen ally gains a +d4 to their check or attack roll. ::Wee Glamour: You have Advantage on saving throws against the Charmed condition and against spells from the Enchantment school '''Hinterfolk Halfling:''' ::Ability Score Increase: +1 Strength ::Highly Mobile: Your base speed is 30 feet, and you have Swim 20 and Climb 20 when unarmored or only wearing light armor. ::Hunter-Gatherer: You have Proficiency in Survival. '''Riverfolk Halfling:''' ::Ability Score Increase: +1 Strength ::River's Child: You have Advantage on Athletics checks made whilst swimming and on Animal Handling checks made with river & riverbank-dwelling animals. You also have proficiency with the Barge Pole. ::Sure-Footed: You have Advantage on Acrobatics checks made to keep your balance, and ignore Difficult Terrain based on slippery surfaces. '''Urban Halfling:''' ::Ability Score Increase: +1 Intelligence ::Family Business: You have Proficiency in one of the following skills: Acrobatics, Animal Handling, Medicine, Performance or Persuasion. ::Lost in the Crowd: When in a crowded area (10+ humanoids), you can make Hide checks by attempting to blend into the crowd. ::Street Cant: You can speak the secret Urban Halfling language, which is never taught to outsiders. '''Winterfolk Halfling:''' ::Ability Score Increase: +1 Constitution ::Hardened: In the MHH, this ability lets you recover all levels of Exhaustion after completing a long rest. In the ToH, it still does that, but also grants you Advantage on saving throws provoked by cold environments, such as resisting frostbite or hypothermia. ::Old Soul: Identical in both versions, this ability lets you use Wisdom to make History and Religion checks instead of Intelligence. </div></div>
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