Halfling
Halfling
Halflings are an offshoot of Dwarves and Elves, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age.
Stlaakh Halfling
Stlaakh Halflings diversified their culture from most other Halflings and live in the deserts throughout Stlaakh.
Ability Score Increases. Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.
Languages. You can speak, read, and write
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 30ft 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.
Spell Consumption. When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.
- Abjuration. You gain 1d6 Temporary Hit Points for each Level of the Spell.
- Conjuration. You can teleport up to 10ft for each Level of the Spell.
- Divination. You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.
- Enchantment. You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.
- Evocation. You're next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.
- Illusion. You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.
- Transmutation. The Spell is redirected back at the Creature that Cast the Spell.
- Necromancy. You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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.
Spell Consumption. When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.
- Abjuration. You gain 1d6 Temporary Hit Points for each Level of the Spell.
- Conjuration. You can teleport up to 10ft for each Level of the Spell.
- Divination. You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.
- Enchantment. You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.
- Evocation. You're next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.
- Illusion. You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.
- Transmutation. The Spell is redirected back at the Creature that Cast the Spell.
- Necromancy. You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Lierethi Halfling
Lierethi Halflings are Halflings who diverged more towards their Elvish heritage, living in the Lierethi forests.
Ability Score Increases. Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.
Languages. You can speak, read, and write
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 ignore the Slowed Condition while moving across Difficult Terrain made of non-magical plants and undergrowth Additionally, while climbing trees or similar vegetation, you can have one hand free, and make Attacks with Ranged Weapons, even if they are Two-Handed.
Spell Consumption. When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.
- Abjuration. You gain 1d6 Temporary Hit Points for each Level of the Spell.
- Conjuration. You can teleport up to 10ft for each Level of the Spell.
- Divination. You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.
- Enchantment. You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.
- Evocation. You're next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.
- Illusion. You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.
- Transmutation. The Spell is redirected back at the Creature that Cast the Spell.
- Necromancy. You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Qkhaat Halfling
Qkhaat Halflings delved in the Qkhaat 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
Size. Your size is Small
Speed. You have a Walking Speed of 25ft, and wearing Heavy Armor without the required Strength score does not reduce your Speed.
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 Taving Throw, you can reroll the die and must use the new roll.
Spell Consumption. When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.
- Abjuration. You gain 1d6 Temporary Hit Points for each Level of the Spell.
- Conjuration. You can teleport up to 10ft for each Level of the Spell.
- Divination. You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.
- Enchantment. You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.
- Evocation. You're next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.
- Illusion. You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.
- Transmutation. The Spell is redirected back at the Creature that Cast the Spell.
- Necromancy. You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.