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\section{Halfling}\label{halfling}

The comforts of home are the goals of most halflings' lives: a place to
settle in peace and quiet, far from marauding monsters and clashing
armies; a blazing fire and a generous meal; fine drink and fine
conversation. Though some halflings live out their days in remote
agricultural communities, others form nomadic bands that travel
constantly, lured by the open road and the wide horizon to discover the
wonders of new lands and peoples. But even these wanderers love peace,
food, hearth, and home, though home might be a wagon jostling along an
dirt road or a raft floating downriver.

\subsection{Small and Practical}\label{small-and-practical}

The diminutive halflings survive ina world full of larger creatures by
avoiding notice or, barring that, avoiding offense. Standing about 3
feet tall, they appear relatively harmless and so have managed to
survive for centuries in the shadow of empires and on the edges of wars
and political strife. They are inclined to be stout, weighing between 40
and 45 pounds.

Halflings' skin ranges from tan to pale with a ruddy cast, and their
hair is usually brown or sandy brown and wavy. They have brown or hazel
eyes. Halfling men often sport long sideburns, but beards are rare among
them and mustaches even more so. They like to wear simple, comfortable,
and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They 're concerned
with basic need sand simple pleasures and have little use for
ostentation. Even the wealthiest of halflings keep their treasures
locked ina cellar rather than on display for all to see. They have a
knack for finding the most straightforward solution to a problem, and
have little patience for dithering.

\subsection{Kind and Curious}\label{kind-and-curious}

Halflings are an affable and cheerful people. They cherish the bonds of
family and friendship as well as the comforts of hearth and home,
harboring few dreams of gold or glory. Even adventurers among them
usually venture into the world for reasons of community, friendship,
wanderlust, or curiosity. They love discovering new things, even simple
things, such as an exotic food oran unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see any living thing
suffer. They are generous, happily sharing what they have even in lean
times.

\subsection{Affable and Positive}\label{affable-and-positive}

Halflings try to get along with everyone else and are loath to make
sweeping generalizations--- especially negative ones.

\textbf{Dwarves.} `` Dwarves make loyal friends, and you can count on
them to keep their word. But would it hurt them to smile once ina
while?''

\textbf{Elves.} ``They're so beautiful! Their faces, their music, their
grace and all. It's like they stepped out of a wonderful dream. But
there'sno telling what's going on behind their smiling faces--- surely
more than they ever let on.''

\textbf{Humans.} `` Humans area lot like us, really. At least some of
them are. Step out of the castles and keeps, go talk to the farmers and
herders and you'll find good, solid folk. Not that there's anything
wrong with the barons and soldiers--- you have to admire their
conviction. And by protecting their own lands, they protect us as well.
''

\subsection{Blend into the Crowd}\label{blend-into-the-crowd}

Halflings are adept at fitting into a community of humans, dwarves, or
elves, making themselves valuable and welcome. The combination of their
inherent stealth and their unassuming nature helps halflings to avoid
unwanted attention.

Halflings work readily with others, and they are loyal to their friends,
whether halfling or otherwise. They can display remarkable ferocity when
their friends, families, or communities are threatened.

\subsection{Pastoral Pleasantries}\label{pastoral-pleasantries}

Most halflings live in small, peaceful communities with large farm sand
well-kept groves. They rarely build kingdoms of their ow nor even hold
much land beyond their quiet shires. They typically don 't recognize any
sort of halfling nobility or royalty, instead looking to family elders
to guide them. Families preserve their traditional ways despite the rise
and fall of empires.

Many halflings live among other races, where the halflings' hard work
and loyal outlook offer them abundant rewards and creature comforts.
Some halfling communities travel as away of life, driving wagons or
guiding boats from place to place and maintaining no permanent home.

\subsection{Exploring Opportunities}\label{exploring-opportunities}

Halflings usually set out on the adventurer's path to defend their
communities, support their friends, or explore a wide and wonder-filled
world. For them, adventuring is less a career than an opportunity or
sometimes a necessity.

\subsection{Halfling Names}\label{halfling-names}

A halfling has a given name, a family name, and possibly a nickname.
Family names are often nicknames that stuck so tenaciously they have
been passed down through the generations.

\textbf{Male Names:} Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan,
Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

\textbf{Female Names:} Andry, Bree, Callie, Cora, Euphemia, Jillian,
Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena,
Trym, Vani, Verna

\textbf{Family Names:} Brushgather, Goodbarrel, Greenbottle, High-hill,
Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

\subsection{Halfling Traits}\label{halfling-traits}

Your halfling character has a number of traits in common with all other
halflings.

\textbf{Ability Score Increase.} Your Dexterity score increases by 2.

\textbf{Age.} A halfling reaches adulthood at the age of 20 and
generally lives into the middle of his or her second century.

\textbf{Alignment.} Most halflings are lawful good. As a rule, they are
good-hearted and kind, hate to see others in pain, and haven o 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.

\textbf{Size.} Halflings average about 3 feet tall and weigh about 40
pounds. Your size is Small.

\textbf{Speed.} Your base walking speed is 25 feet.

\textbf{Lucky.} When you roll a 1 on an attack roll, ability check, or
saving throw, you can reroll the die and must use the new roll.

\textbf{Brave.} You have advantage on saving throws against being
frightened.

\textbf{Halfling Nimbleness.} You can move through the space of any
creature that is of a size larger than yours.

\textbf{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.

\subsection{Subraces}\label{subraces}

The two main kinds of halfling, lightfoot and stout, are more like
closely related families than true su braces. Choose one of these
subraces.

\subsubsection{Lightfoot}\label{lightfoot}

As a lightfoot halfling, you can easily hide from notice, even using
other people as cover. You're inclined to be affable and get along well
with others. In the Forgotten Realms, lightfoot halflings have spread
the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings, and often
dwell alongside other races or take up a nomadic life. In the world of
Greyhawk, these halflings are called hairfeet or tallfellows.

\textbf{Ability Score Increase.} Your Charisma score increases by 1.

\textbf{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.

\subsubsection{Stout}\label{stout}

As a stout halfling, you 're hardier than average and have some
resistance to poison. Some say that stouts have dwarven blood. In the
Forgotten Realms, these halflings are called stronghearts, and they're
most common in the south.

\textbf{Ability Score Increase.} Your Constitution score increases by 1.

\textbf{Stout Resilience.} You have advantage on saving throws against
poison, and you have resistance against poison damage.