Halflings | AD&D 2e Player Character Race | Advanced Dungeons & Dragons | Statblocks & Sheets | World Anvil

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Halflings


Name
Halflings
Racial_ability_requirements
  • Strength: 7 - 18**
  • Dexterity: 7 - 18
  • Constitution: 10 - 18
  • Intelligence: 6 - 18
  • Wisdom: 3 - 17
  • Charisma: 3 - 18
** Halfling fighters do not gain exceptional strength
Racial_ability_adjustments
  • +1 Dexterity
  • -1 Strength
Languages
  • Common
  • Dwarf
  • Elf
  • Gnome
  • Goblin
  • Halfling
  • Orc
Allowed_classes_and_level_limits
  • Cleric: 8
  • Fighter: 9
  • Thief: 15
Allowed_multiclass_combinations
  • Fighter / Thief
Special_abilities
  • +1 to Poison Saves for every 3.5 points in Constitution (rounded down)
  • +1 to Saves against Wands, Staves, Rods and Spells for every 3.5 points in Constitution (rounded down)
  • +1 to attack rolls with thrown weapons and slings
  • If not wearing metal armor and alone or in a group of elves and other halflings not wearing metal armor, -4 to opponents' surprise rolls (-2 if a door or screen must be opened)
  • 15% chance to have Infravision up to 60 feet; if that fails, 25% chance to have infravision to 30 feet
  • If the character has infravision, 3-4 chance to determine whether a passage slopes upward or downward
  • If the character has infravision, 3-6 chance to determine direction
Tags
Player's Handbook
World
bc46441c-b0ef-44a5-91f4-c85f9c64b608
IsShared
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Created by

davidarthursteele.

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