Physical Description
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
Most halflings prefer to walk barefoot rather than wearing shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
Halflings reach physical adulthood and reach a maximum age around the same as humans.
Society
Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family.
Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures.
Religion
Halflings tend to favor The Traveler, on the whole, though The Hunter and The Justicar have minor followings.
Adventurers
Halflings' natural wanderlust and opportunistic nature make them ideal adventurers. Many people put up with their vivacious attitudes in return for the natural talents they provide and the popular superstition that traveling with a halfling is good luck.
Typical backgrounds for halflings include acrobat, criminal, emissary, entertainer, laborer, and street urchin. Halflings make great clerics and rogues, but many also become monks or rangers.
Names
Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance. This goes only for their own people, however—halflings have names that suit them, and they understand that elves and humans might have longer names to suit their own aesthetics. Humans in particular have a tendency to refer to halflings by nicknames, with “Lucky” being common to the point of absurdity.
Sample Names
Halfling Mechanics
Traits
Hit Points
6
Size
Small
Speed
25 feet
Ability Boosts
Dexterity, Wisdom, Free
Ability Flaw(s)
Strength
Languages
Common
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Runic, Sylvan, Ranger Signs, and any other languages to which you have access (such as the languages prevalent in your region).
Keen Eyes
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Halfling Heritages
Versatile Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Gutsy Halfling
Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Hillock Halfling
Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Jinxed Halfling
You were born with a strange blessing: bereft of the typical halfling luck, you can instead manipulate the fortunes of others. You can never take the Halfling Luck feat, and you gain the Jinx action.
Jinx [AA]
Curse Necromancy OccultFrequency once per day
You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher.
Success The target is unaffected and is temporarily immune for 24 hours.
Failure The target is clumsy 1 for 1 minute.
Critical Failure The target is clumsy 2 for 1 minute.
Nomadic Halfling
Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
Observant Halfling
Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Wildwood Halfling
You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.
Halfling Feats
At 1st level, you gain one ancestry feat.
Adroit Manipulation (Feat 1)
Halfling |
You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.
Distracting Shadows (Feat 1)
Halfling |
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.
Halfling Lore (Feat 1)
Halfling |
You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.
Halfling Luck [FA] (Feat 1)
Halfling | Fortune |
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.
Halfling Weapon Familiarity (Feat 1)
Halfling |
You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword. You gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons.
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for slings, halfling sling staffs, shortswords, and all halfling weapons in which you are trained.
At 5th level, whenever you critically hit using a sling, halfling sling staff, shortsword, or a halfling weapon, you apply the weapon's critical specialization effect.
Innocuous (Feat 1)
Halfling |
Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.
Prairie Rider (Feat 1)
Halfling |
You grew up riding your clan's shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
Sure Feet (Feat 1)
Halfling |
Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Balance or Climb.
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