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=PC Stats= ==OD&D== Halflings are limited to the Fighting-Men class in OD&D. Halflings cannot progress beyond the 4th level (Hero), but they will have magic-resistance equal to dwarves (add four levels for saving throws), and they will have deadly accuracy with missiles. ==BECMI== In contrast to its association with the [[Thief]] class in AD&D, the BECMI Halfling is more of a prototype for the [[Ranger]]. It's considered a [[demihuman]] [[fighter]], requiring 9s in [[Dexterity]] and [[Constitution]] to qualifying for and considering [[Strength]] and Dexterity its primary ability requisites. Maxing out at level 8, though able to continue increasing to Attack Rank K, it has a similar magic resistance unlockable trait to the BECMI [[Dwarf]], and also inherently gains increased AC against bigger foes, higher initiative, and a bonus to hit rolls with missile attacks. They also gain a resistance to breath weapons, like the BECMI [[Elf]]. Their special trait is Woodland Abilities, a 90% chance to hide when in wilderness conditions (although they can't move whilst hiding) - this drops to a mere 33% chance to hide when in urban conditions. ==AD&D== The Hairfoot Halfling originally appeared in the Player's Guide for [[Advanced Dungeons & Dragons]]. The other subraces would get their turn to shine in "The Complete Book of [[Gnome]]s and [[Halfling]]s", which provided stats for not only the Stouts and Tallfellows, but also the Furchins, Rhulisti and even [[Kender]]. According to "The Complete Book", all halflings, regardless of subrace, share the following traits - it's unclear if this actually means the Rhulisti, Kender and Furchins as well, or just the "normal" Hairfeet, Stouts and Tallfellows. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+1 to saving throws vs. spells, rods, staves, wands and poisons per 3.5 points of [[Constitution]]. ::+1 to attack rolls with missile weapons. ::When not in metal armor, a halfling that is either alone, accompanied only by other halflings/[[elves]], or 90 feet away from the rest of its party inflicts a -4 penalty on its opponents' Surprise rolls. This decreases to -2 if doors or other screens must be opened. ::A halfling with mixed Stout bloodline has a 25% chance of having Infravision 30 feet, according to the PHB. :: Class & Level Limits: [[Cleric]] (8), [[Fighter]] (9), [[Thief]] (15), [[Multiclassing|Fighter/Thief]] (8/15) :::Halflings with an Ability Score of at least 15 in their class's Prime Requisite can increase their level limit by +4 (Cleric 12, Fighter 13 and Thief 19). Why the Stout, Tallfellow and especially the Furchin have the same clas & level limits as the Hairfoot is just one example of how AD&D pigeonholed its races. ;Hairfoot Halfling ::Ability Score Minimum/Maximum: Strength 3/17, Dexterity 8/19, Constitution 10/18, Intelligence 6/18, Wisdom 3/18, Charisma 7/18 ::Ability Score Adjustments: -1 Strength, +1 Dexterity ::+2 to Reaction Rolls against [[human]] NPCs. ::Bonus Language: 1 Human dialect ;Stout Halfling ::Ability Score Minimum/Maximum: Strength 5/17, Dexterity 8/19, Constitution 10/19, Intelligence 6/18, Wisdom 3/18, Charisma 5/18 ::Ability Score Adjustments: -1 Strength, +1 Dexterity or +1 Constitution ::Infravision 60 feet ::Bonus Language: 1 Dwarven dialect ::75% chance to detect sloping passageways. ::50% chance to determine direction when underground. ;Tallfellow Halfling ::Ability Score Minimum/Maximum: Strength 3/17, Dexterity 8/19, Constitution 10/18, Intelligence 6/18, Wisdom 7/19, Charisma 5/18 ::Ability Score Adjustments: -1 Strength, +1 Dexterity or +1 Wisdom ::Bonus Language: 1 Elven dialect ::Can recognize a secret door by rolling a 1 on a D6, just like an elf. ::+2 to Surprise rolls when in forest or wooded terrain. ;Furchin Halfling ::Ability Score Minimum/Maximum: Strength 3/17, Dexterity 8/19, Constitution 10/19, Intelligence 6/18, Wisdom 3/17, Charisma 7/18 ::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Wisdom ::Free Proficiency point in Cold-Weather Survival. ::+4 bonus to all saving throws versus magical and mundane cold-based attacks. ::-4 bonus to Armor Class against [[Giant]]-type creatures. ::-2 bonus to Armor Class against [[human]]-sized creatures. ;Rhulisiti (Athasian Halfling) ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 12/20, Constitution 5/20, Intelligence 5/20, Wisdom 7/20, Charisma 5/20 ::Ability Score Adjustments: +2 Dexterity, +2 Wisdom, -2 Strength, -1 Constitution, -1 Charisma ::Class & Level Limits: [[Cleric]] (12), [[Druid]] (12), [[Fighter]] (12), [[Gladiator]] (12), [[Illusionist]] (16), [[Psion]]icist (Unlimited), [[Ranger]] (16), [[Thief]] (16) :::There are some differences between versions of the [[Dark Sun]] corebook, which you have to refer to for the rhulisiti's class information. Above information refers to the '''Original''' version of the setting; in the '''Revised''' version, the Illusionist was removed and the Druid was bumped to maxing out at level 16. </div></div> ==3rd Edition== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Dexterity, -2 Strength ::Small ::Base Speed 20 feet ::+2 racial bonus on Climb, Jump, Listen and Move Silently. ::+1 racial bonus on all saving throws. ::+2 morale bonus on saves against fear, which stacks with the +1 racial bonus above. ::+1 racial bonus an attack rolls with thrown weapons and slings. ::[[Favored Class]]: [[Rogue]] </div></div> [[Kingdoms of Kalamar]] had an alternative halfling, the '''Golden or Amberhair Halfling'''. Creative and adaptive, they are named for their iconic rich golden-colored hair. They're considered to be more intellectual and scholarly than normal halflings. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Intelligence, +2 Wisdom, -2 Strength ::Small ::Base Speed 20 feet ::Low-light Vision ::+1 racial bonus to all saving throws ::+2 morale bonus on saves vs. fear (stacks with above). ::Shared Heritage: +2 racial bonus on Innuendo checks made against other halflings. ::[[Favored Class]]: [[Psion]] </div></div> ''Races of Faerûn'' published the variant "Strongheart Halfling", which was literally the PHB Halfling but with the bonus to saves replaced by the Human bonus feat. Since this bonus feat made humans the best race in the game, Strongheart Halflings became one of the best races, beating out Human for anything that could overcome the slow speed, didn't need to make melee attacks and could survive one less skill point (Read: [[Wizard]]). ==Pathfinder== Halflings are the same as their 3.5 incarnation but, per [[Pathfinder]] race standards, have an extra +2 in Charisma. The combination of +2 Dexterity and +2 Charisma plus their small size and save bonuses, make them a natural choice of race for charisma based casters like [[Sorcerer]], [[Oracle]], the Feyspeaker [[Druid]] archetype and the Seducer [[Witch]] archetype. They have been given the option of taking the unique racial feat Childlike, which lets them take 10 on bluff checks when they make them appear innocent and makes them look a bit more like a human child than an actual human child. Yes, they make [[Loli|great seducers ''and'' look like kids]]. If you want to get even weirder Childlike allows them to take the Pass For Human feat, which makes them look way more (+8) like an adult human than an adult human. Like all the core races of Pathfinder, they have options for trading out their normal racial features. There are two options of note (though several are good trades). The first is giving up Sure-Footed for normal speed, as the higher speed boosts your acrobatics anyways. The second is trading away your bonus on saves to become a nexus for ''bad'' luck and the ability to jinx enemies. On its own it's not a great trade, but there are plenty of feats dedicated to boosting this jinx if you want to specialize on it. ==Starfinder== ==4th Edition== In 4th edition, halflings benefited a lot from the defanging of Small, as well as from a surprising increase in mobility that bumped them up to the same speed as most Medium races. <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, +2 Charisma OR +2 Constitution ::Size: Small ::Speed: 6 squares (30 feet) ::Vision: Normal ::Skill Bonus: +2 Acrobatics, +2 Thievery ::Bold: +5 racial bonus to saving throws against Fear. ::Nimble Reaction: +2 racial bonus to AC against Opportunity Attacks. ::Racial Power - Second Chance: Once per encounter, as an Immediate Interrupt to being hit by an attack, force the attacker to reroll their attack and use the second result, even if this forces them to miss. </div></div> ==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> ==Gallery== <gallery> Hairfoot halfling monster card.jpg|AD&D Monster Card halfling MCV1.jpg|Monstrous Compendium Vol. 1 Halfling MM 2e.png|The 2e Monstrous Manual halfling, showing its obvious hobbit roots. Lidda,_3e_Iconic_Halfling.jpg|Lidda, the [[iconic]] halfling character of 3e. Lidda tattoo.jpg|Lidda's got some strange tattoos. Elmore_Halfling_Rogue.jpg|3e started a definite trend to try and portray halflings as sexy-cute. Ravenloft 3e Halflings.png|[[Ravenloft]] halflings are not to be underestimated. 4ehalflings.jpg|[[4e]] halflings and their notable lack of hairy feet. Primal_Halfling.jpg|4e was determined to prove halflings could be badass too. 5e_PHB_Halfling.jpg|5e decided to beat halflings with the ugly stick. 5e Halfling Ranger, Brynn Lightfingers.png|Though that might just be due to a really poor choice of main artists. Pathfinder Halfling Ranger.jpg|Being small does not mean halflings can't be creepy. Halfling Cavalier.jpg|A halfling wardog-riding [[cavalier]]. PF Halfling Slave.jpg|Halfling slaves are a not-uncommon feature of darker/edgier D&D settings. PF Halfling Scout.jpg|Halflings make surprisingly good [[scout]]s. Halfling_Barwench_2.jpg|The context in which your party will likely encounter halfings. </gallery>
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