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A primarily nomadic people, always trading for whatever deals they can. Sometimes taking from those who don't care enough to watch their own belongings.

Appearance

History

Lands

Religion

Game Mechanics

Fifth Edition Dnd

Ability Score Increases: Your Dexterity score increases by two.

Size: Small Size

Speed: 25 ft.

Lucky: When you roll a one 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 saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size large than your's.

Languages: You can speak, read, and write Common and Halfling.

Subrace: In addition you choose between one of two subraces. Lightfoot or Stout.

Lightfoot

Ability score increase: Your charisma score increases by one.

Natural 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

Ability score increase: Your Constitution score increases by one.

Stout Resistance: You have advantage on saving throws against poison and you have resistance against poison damage.

Pathfinder

Ability Score Increases: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: Halflings have a base speed of 20 feet.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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