Stout Resilience. Halflings have an advantage on saving throws against poison and against being frightened, and they have resistance to poison damage.
Halfling Nimbleness. Halflings can move through the space of any creature larger than they are.
- Blind Fighting You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Humanoids. Humanoids are the main peoples of the world, both civilized and savage, including humans and a tremendous variety of other species.
- Goblinoids
- Humans
- Forest. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) Piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, Range 150/6005 ft., one target. Hit: 7 (1d8+4) Piercing damage.
Off hand Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) Piercing damage.
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have an advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 4 HP.
Two-Weapon Fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Stone Rune. When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Description
Wild Halflings are found in dense forest islands, they live outside of civilization, and have been known to be cannibals at times.
They usually are Gloom Stalker Ranger, Blind fighting/Rune Carver Fighters, And Swashbuckler Rogues.
Feats:
- Acrobatics
- Dexterity Score
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