(Created page with "== Halflings == Halfling are an offshoot of Dwarves and Kethie, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age. === Waste Halflings === Waste Halflings diversified their culture from most other Halflings and live in the Wastes. '''Ability Score Increases.''' Your Dexterity Score increases by 2 and your Wisdom Score increases by 1. '''Languages.''' You can speak, re...")
(No difference)

Revision as of 01:32, 22 July 2022

Halflings

Halfling are an offshoot of Dwarves and Kethie, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age.

Waste Halflings

Waste Halflings diversified their culture from most other Halflings and live in the Wastes.

Ability Score Increases. Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.

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

Size. Your size is Small.

Speed. You have a walking speed of 25ft.

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.

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.

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.


Lightfoot Halfling

Lightfoot Halflings are the most common type of Halflings, living all over Drakomere.

Ability Score Increases. Your Dexterity Score increases by 2 and your Charisma Score increases by 1.

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

Size. Your size is Small.

Speed. You have a walking speed of 30ft.

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.

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.

Naturally Stealthy. You can attempt to hide even when only obscured by a creature at least one size larger than you.


Lierethi Halflings Lierethi Halflings are Halflings who diverged more towards their Kethie heritage, living in the Lierethi.

Ability Score Increases. Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.

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

Size. Your size is Small.

Speed. You have a Walking speed of 25ft and a Climbing speed of 30ft.

Brave. You have advantage on saving throws against being frightened.

Child of the Woods. You know the Druidcraft cantrip. Wisdom is your spellcasting ability for this spell.

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

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.

Lierethi-Walk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of non-magical plants and undergrowth without expending extra movement. Additionally, while climbing trees or similar vegetation, you can have one hand free, and make attacks with ranged weapons.


Khaat Halflings

Khaat Halflings delved in the Khaat Mountains, taking on attributes of their Dwarven heritage.

Ability Score Increases. Your Dexterity Score increases by 2 and your Constitution Score increases by 1

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

Size. Your size is Small

Speed. You have a walking speed of 25ft.

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.

Khaat Resilience. Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being poisoned.

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.

Naturally Strong. Wearing heavy armor without the required strength score does not reduce your speed.