Halfling
Gameplay:
Halflings are one of the most flexible of the player character races. They can be of almost any class, any religion, and hail from almost anywhere. They do tend to gravitate to less rule-bound and less violent classes, such as rogues, bards, sorcerers, etc.Halflings are an offshot of Humanity, famous for their wanderlust, joyfulness, and kindness, which sets them apart from their warlike cousins. Halfling are most comfortable living alongside other cultures, even adopting their cultural practices, right down to their deities.
Description
A typical halfling stands around three feet tall and weighs around 35 to 40 pounds. Their skin colors range from light pink to slightly reddish or bronze to dark brown, and their hair color is typically auburn, brown or black. Males usually wear their hair short on the sides, often with a mullet or bowl cut. Females rarely allow their hair to grow beyond shoulder length.Psychology
The impression a halfling always tries to project is that of a mirthful, friendly individual who is always interested in making new friends. Sometimes this light-hearted attitude is genuine, but other times it is a facade to lull people into a false sense of security so that they might reveal secrets that would benefit the halfling. However, a close observer will notice a hint of sadness below the surface. Halflings are extremely social towards their own kind and tend to form neighborhoods within cities they inhabit, both for companionship and for mutual protection. While not exactly greedy, halflings do enjoy wealth and respect the power and pleasures that it could bring. Many halfings have become collectors of different objects, ranging from mundane items like books or weapons to more exotic interests such as artifacts and other ancient secrets. However, they are careful not to let greed compromise themselves.An Ear to the Ground
With their extensive friendships and connections, halflings form extensive networks making halflings master information gatherers. Over friendly banter and overflowing cups of mead, few secrets are kept from the ears of a halfling. Many halflings collect these secrets the way others collect relics. Many act as information brokers and as spymasters.Magic and Religion
Halflings are extremely adaptable. They can be found as practitioners of all types of magic. Halflings generally adopt the majority religion of the area in which they live. They are particularly attracted to the universalist practices of The Teachings of Chantrel and Unity. Many will switch between religions as they travel from one region to another. Clerics of these religions are not uncommon, but paladins and druids are extremely rare as they generally do not contain within themselves that kind of religious fervor.A People Without a Land
Halflings no longer have a homeland. Their ancestral home of Erra (home to the capitol of The Imperium of Man was lost during the fall of The Imperium and The Age of Sorrows . This has turned the halflings into a nomadic race. Without a home, halfling clans move from one area to another, staying in one place rarely more than a year or two. Some settle more permanently, usually among the moon elves . Some have taken upon themselves to find their lost homeland. Many halfling adventurers have dedicated themselves to finding their lost homeland. And for some, the search has become an obsession.The Man-Fever
The Man-Fever is the most feared disease among humans and halflings alike. This cursed state eventually transforms a human into an orc and a halfling into a Goblin . The first signs are sudden bursts of temper towards one's family and friends. The victim then runs an extreme fever. This is followed by a yellowing of the eyes and green hue in the skin. As the victim's temperament worsens, he is subject to increasing levels of irrational rage, lashing out at those around him. He losses hair and his teeth thicken and jut from the skull. Most retain their relationships with their family (though friends may fall away), while others seek out “others of their kind” to form goblin communities. Finally, they transform into green skinned goblins. Not only is their body changed but their personality. They become self-interested, tricky, and vindictive. However, the victim retains the bulk of their mind, personality, and memories. There are a number of beliefs about the disease's cause and its means of spread (demons, spirits, an ancient curse), but scholars are unsure. What is known is that the disease made its first appearance during The Age of Sorrows. No cure has ever been found, but some physicians claim to have found tinctures that slow or stop the transformation process. Halfling clans react to The Man-Fever in a variety of ways, but generally treat the victim with as much kindness as they can muster. Some will send the victims to isolated goblin communities, where they will form clans of their own. Some clans, will keep the victim with them and try to care for them as best they can, but try and keep him out of site of outsiders.Relations with Other Races:
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 alI. 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: "It is sad what happened to the humans. They used to be such a great people. They are proud and brave, but it is best to keep your distance. They can be dangerous."
- Gnomes: “Gnomes are just fascinating, don’t you think? With all their machines and gadgets. I wonder how they work.”
- Dragonborn: “Dragonborn have such a hard time. A lot of people are just scared of them because of how they look, I guess. And they can be kind of gruff. But, once you get to know them, you find out that a lot of them are really great. Very big hearts. They really love their families.”
Ability Score Increase: Dex +2, Cha +1
Size: 3 tall. Size is small.
Speed: Your base walking speed is 25feet.
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.
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.
Languages: Imperial, and one other language
Favored Classes: Barb, Barbarian, Cleric, Druid, Ranger, Rogue, Wizard,
Rare Classes: Artificer, Barbarian, Fighter, Paladin, Warlock
Life Span: 70-100 years
Parent ethnicities
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