Halflings


PtolusPeopleOrganizationsMagicTechnologyRules
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As with gnomes, most creation myths and stories name halflings as an original race of elvenkind. They frequently live among humans, although many halflings wander the plains to the south and southwest as nomads. They do not call themselves halflings, of course, but they no longer find the name derogatory, either. Their own name for themselves is saelas faen: “quicklings.”

Use the standard rules for halflings with this race.

LIGHTFOOT HALFLINGS AS PLAYER CHARACTERS:
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
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 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 the d20 for 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.
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.
STOUT HALFLINGS AS PLAYER CHARACTERS:
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
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 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 the d20 for 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.
Poison Resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.

PtolusPeopleOrganizationsMagicTechnologyRules

Halflings

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