Halfling Species Details
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.
Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: Humanoid
Size: Small (about 2–3 feet tall)
Speed: 30 feet
Brave
You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness
You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.
Luck
When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy
You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
-
View User Profile
-
Send Message
Posted Mar 16, 2026It does! You can find it in Mordenkainen Presents: Monsters of the Multiverse, or here: https://www.dndbeyond.com/species/1026403-tabaxi
-
View User Profile
-
Send Message
Posted Mar 17, 2026Kinda lame that halflings don't naturally know halfling. Don't get me wrong, I think we should also know common but as well as the language of our race, is that crazy orrrr?
-
View User Profile
-
Send Message
Posted Mar 18, 2026There's nothing stopping you from building a character like that. Remember that in the 5.5e rules, you start with Common and two other languages of your choice. One of those can be Halfling if you want it to be. The point of this change was to give you more freedom to build your character the way you want.
-
View User Profile
-
Send Message
Posted Apr 13, 2026Littlefoot
-
View User Profile
-
Send Message
Posted Jul 5, 2026Bruh
-
View User Profile
-
Send Message
Posted Jul 10, 2026Can a halfling move 5 ft into a space of a medium sized creature. hit it with a push mastery weapon, push that medium creature 10 feet into the air and them move 5 out of the medium creatures space then end turn?
-
View User Profile
-
Send Message
Posted Jul 22, 2026.
-
View User Profile
-
Send Message
Posted Aug 16, 2026Daryl is as nimble on his feet as he is picking pockets. He managed to escape the guards guild after several pieces of gold were found in his chest as a result he's had to rely on his quickness and hiding in the shadows for the past 15 years as he's evaded capture from the authorities. His motto is: You can trust him with your life, but not your money.
-
View User Profile
-
Send Message
Posted Aug 17, 2026I mean yeah, but that dichotomy is straight out of Tolkien. It's always been a part of halflings.
-
View User Profile
-
Send Message
Posted Aug 27, 2026There are a lot of things I am not particularly enthused about in 5.5e, but the language thing regarding ancestries/species is cool imo.
I mean, as others have said, you are not born with a language, you learn it from your surroundings, family, etc...
I always was annoyed in previous editions when say a halfling (or whatever race) seemed to naturally have whatever language of the species they were born to. Made zero sense. PLUS, this takes care of the whole "humans automatically having one less language then everyone else" issue.
I do miss the 5.0e thing of species having default ability bonuses based on their ancestry, that you can override for RP, or whatever reason. Like haflings having a bonus to dex that came naturally, but if you wanted an unusually strong and clumsy halfling for story-reasons, you could give them the bonus to str instead.