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1.2.7 Halfling

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    You are the salt of the earth, a Halfling. Your kin may be content with a rural life, rarely venturing even to the neighboring village. But that is not you. You’re struck by a rare but well known impulse among the little folk – Wanderlust. You’re rootless, a drifter, drawn to see what’s beyond the next hill. Your travels take you into the world of men and dangerous lands, demanding you make the most of the virtues of your people to survive. You’re nimble, sturdy, brave and lucky – Others may make bigger waves, but halflings unassumingly survive in the face of threats larger people would not.

    Halfling Level Title Proficiency Bonus Features
    1st Halfling Rambler +2 Lucky, Brave, Nimble, Stealthy, Durable, Wanderlust
    2nd Halfling Traveler +2 Close Quarter Fighting, Halfling’s Knack, Gourmet
    3rd Halfling Explorer +2 Slippery
    4th Halfling Hero +2 Ability Score Improvement I
    5th Halfling Adventurer +3 Eye for Distance, Luckier
    6th Halfling Pioneer +3 Stalker’s Dodge
    7th Halfling Champion +3 Herbalist
    8th Halfling Sheriff +3 Ability Score Improvement II
    9th Halfling Lord +4 Cunning Stalker
    10th +4 Magic Sturdiness

    Features

    Hit Dice: 1d8 per level

    Hit Points at 1st Level: 8 + Con modifier

    Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per level after 1st.

    Ability Score Increase: Your Dexterity score increases by 2 and your Constitution by 1.

    Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

    Speed: Your base walking speed is 25 feet.

    Alignment: Halflings are Lawful but sometimes neutral.

    Languages: You speak, read, and write Common.

    Armor: All armor, shields – Must be fitted to size (same cost, half the weight).

    Weapons: Simple Weapons, Martial Finesse Weapons, Blowguns, Hand Crossbows, Nets.

    Equipment: You start with the following equipment:

    • (a) chain mail or (b) studded leather armor
    • (a) broadsword, shield sling and 20 sling bullets or (b) two shortswords, shortbow and 20 arrows.
    • traveler’s clothes, explorer’s pack, cartographer’s tools, cook’s utensils, herbalism kit and 10 gp.

    Proficiency Area: You are skilled in farming, leisure, cooking, herbalism and knowledgeable in cartography, the lore of the land in woodlands, hill country, plains and farmland.

    You excel at hiding and not bringing attention on yourself and naturally make an amiable yet unassuming impression on others.

    1st Level Abilities

    Lucky

    When you roll a 1 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

    Brave

    You have advantage on saving throws against being frightened.

    Nimble

    You can move through the space of any creature that is of a size larger than yours.

    Additionally, you may treat any light weapon as a finesse weapon.

    Naturally Stealthy

    You can attempt to hide even when lightly obscured or obscured only by a creature that is at least one size larger than you.

    You have advantage on checks made to hide when lightly or heavily obscured by woods or underbrush.

    Wanderlust

    You’re at home outdoors and react instinctively when attacked. You gain these benefits:

    • You have advantage on initiative rolls.
    • On your first turn of combat, you have advantage on attack rolls against creatures that have not yet acted.

    You gain the following benefits during overland travel:

    • When foraging, you find twice as much food as you normally would.
    • You take no penalty to your passive perception while scuttling and can scuttle when skulking and scouting.

    2nd Level Abilities

    Close Quarter Fighting

    You can enter and remain in the space controlled by a hostile creature of a size larger than yours. Any attack made between the two combatants in the same space has disadvantage, unless made with light weapons or natural attacks (including unarmed strike, grapple and shove).

    If anyone, other than the foe whose space you are occupying, attacks you and miss, roll 1d20. If the result equals or exceeds the AC of the foe whose space you are occupying, it gets hit by the attack instead.

    Furthermore, if a foe whose space you are occupying attempts to leave that space, you may use your reaction to make an opportunity attack against it.

    Halfling’s Knack

    You can take a bonus action on each of your turns in combat, to take the Help, Hide or Use an Object action.

    Gourmet

    You are a master of herbs and spices, both for their taste, nutritional and medicinal value. You gain the following benefits:

    • Double your proficiency bonus with cook’s utensils.
    • You can spend an hour to prepare an especially nutrient meal for up to six people who each regain and may spend an additional Hit Die at the end of the long rest or recover one level of exhaustion.

    Recipients can benefit only from one meal per long rest.

    You must have suitable food, cook’s utensils, and special herbs on hand, which can be gathered beforehand with an hour of foraging.

    3rd Level Abilities

    Slippery

    You gain +1 to AC against melee attacks made by Medium-sized creatures or larger. Furthermore, all opportunity attacks against you are made with disadvantage.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities

    Eye For Distance

    You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.

    Luckier

    Twice between long rests, you can re-roll any attack roll, ability check, saving throw or attack roll made against you. You must use the new roll.

    6th Level Abilities

    Stalker’s Dodge

    When a creature you can see attacks you without advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

    7th Level Abilities

    Herbalist

    As an action, you can inspect a drink or meal within 5 feet to determine if it is poisoned, provided that you can see and smell it.

    Moreover, you can spend an hour preparing a fresh concoction, to be consumed immediately, to cure one poison effect on the creature consuming it.

    Furthermore, you have advantage on saves against poison, and resistance to poison damage.

    8th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement.

    9th Level Abilities

    Cunning Stalker

    When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.

    Also dim light doesn’t impose disadvantage on your Wis (Perception) checks relying on sight.

    10th Level Abilities

    Magic Sturdiness

    You have advantage on all saves against magic.

    Additionally, you may take the Use an Object action to activate magic items.