
Halfling
Legacy
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Species Details
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon.
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 a dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a 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 needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a 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.
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 or an 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.
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.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or 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 a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE
Halflings try to get along with everyone else and are loath to make sweeping generalizations—especially negative ones.
Dwarves. “Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?”
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’s no telling what’s going on behind their smiling faces—surely more than they ever let on.”
Humans. “Humans are a 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.”
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.
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.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
Subrace
The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces or one from another source.
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.Ability Score Increase
Your Dexterity score increases by 2.
Age
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size
Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
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.
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.
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.
Lightfoot Halfling Legacy This doesn't reflect the latest rules and lore. Learn More
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.
Ability Score Increase
Your Charisma score increases by 1.
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.
Stout Halfling Legacy This doesn't reflect the latest rules and lore. Learn More
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.
Ability Score Increase
Your Constitution score increases by 1.
Stout Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
In my DND world they're called "Havlin" and halfling is a racial slur. But most Havlin are too polite to point it out
I believe they're called halflings because they got sewd by the tolkein estate for using hobbits originally so they swapped over
Yo, anyone know where Ghostwise halfling went?
Omg quarterling is the best thing I’ve ever heard!
I’m not completely sure but I think that’s just what people called them. It makes sense since they are half a tall or normal person’s height. And I don’t think half-Haflings would be quarterlings since all are accepted in a hafling community.
A halfling comedian turned cleric
25 walking speed is cruel
Big question. Is stout halfling considered a varient or subrace.
Do they have tails?
My halfling is a barbarian so
If I take one more step, I'll be the farthest away from home I've ever been.
WOC just released Dragonlance: Shadow of the Dragon Queen.
Im designing a dnd world for campaigns fun etc and i fixed the literally just hobbit problem by one changing halflings slightly but also making them a subrace of dwarfs
Halfling moon druid would be cool though, NGL. Steal this other dude's idea and have them eat a stupid amount of food after wild shaping because as of recently they were a huge bear and needed more calories.
Also, druids are so much fun. Mine is the main damage dealer, but you can also make them the party healer, a support character, or even some combination of the two.
Of the subclasses I know
Land emphasizes spellcasting. You get your normal amount of spells plus free spells determined by an environment you choose. Extremely versatile.
Moon emphasizes Wild Shape (turn into animals). Whereas you get capped at CR 1 for other subclasses (and it takes you 8 levels to get there) moon lets you start at CR 1 at 2nd level and move up from there.
Wildfire is big damage, big healing, and combat pet, but you'd better hope you can do other types of damage at high levels, too. Some enemies have immunity or resistance to fire damage.
Spores is big damage with a dash of necromancy.
Shepherd means you can summon spirits and animals to help your party. Also you can talk to animals anytime you like, rather than using a spell.
Stars is also big damage, decent heal, a couple utility things.
Dreams is good healing with some utility.
I haven't played all of these, but they seem like they can be optimized nicely and fit well with whatever RP style you like.
When I started playing back in the early 90's, they were called Kender. But that was 2nd AD rules book.
Humans are the most common race around, dwarves probably knew about them first and halflings look more like little humans so it makes sense if it's in contrast to humans the more familiar and impactful on history. Depending on what lore you like being more powerful than elves and dwarves at one point.
So what would be a ling
well hobbits wouldn't refer to themselves as halflings, any more than humans would refer to themselves as "twicelings"
Wow, 5 years later. Welcome to the conversation.
In DND they call themselves halflings. Half of what?
I mean, humans don't call themselves twicelings, but then neither does anyone else.
Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours.
I would say the wording does not allow to stay in the same space as another creature (under it). But I have seen it several times now, that Halflings just do that, wich enables them to do crazy stuff. If you are under another creature and do something that pushes the other creature away from you the only way is up. And whats up, comes down. So with an Eldritch Balst and the Repelling Blast you could catapult an Enemy 20 feet into the air, hitting him with Eldritch Blasts and after that he falls, dealing him more damage and falling prone. I don't think that this was intended and the rule has to be read like it is written: A halfling can move through occupied space and not stay in there.
Is there any ruling that clarifies that?