Halflings
Halflings are the "original" inhabitants of Aldyn and the very long time residents of The Bales. Similar to lanky, short Humans, Halflings are kind, loving, and lucky.
Unlike many of the races of Aldyn, Halflings never owned an Empire nor achieved space travel on their own. As far as their history suggests, they grew as a race from The Bales and stayed there until early aliens like the Gnomes and Elves first came to Aldyn.
Lucky
Halflings are notorious for being incredibly lucky. Things almost always go well for Halflings it seems. They've as a people avoided a huge number of events that should have been extinction level and are renowned members of flight crews everywhere, often as pilots where their small frames are helpful. On The Bales, this luck comes in handy quite a bit. The Bales has a lot of predators that can make use of the bountiful farmland to hunt down Halflings and their crops and animals. Studies have been done on the true capabilities of this power but it's been very hard to give a direct number on. One Halfling, Ralpo, was given a 22 year test of guessing the results of a flipped credit. After 22 years, the result was 57% correctness, which the study labeled as "surprising, but somehow still within the margin of error." Some believe their incredible luck may be somewhat Arcane in nature.DND Mechanics
- 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.
- Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
- 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 an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- Brave. You have advantage on saving throws against being frightened.
- Nimble. 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.
Rugged
- Ability Score Increase. Your Constitution score increases by 1.
- Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.
Farm-Born
- Ability Score Increase. Your Wisdom score increases by 1.
- Children of the Woods. You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.
- Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
Wanderlust
- Ability Score Increase. Your Charisma score increases by 1.
- Blending In. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
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