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The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. They appear harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. Some halflings live quiet and peaceful lives in remote agricultural communities, while 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.
Kind and Curious
Halflings are an affable, warm, and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home. Practical and down-to-earth, they concerns themselves with basic needs and simple pleasures, 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.
Small and Practical
Halflings stand about 3 feet tall and inclined to be stout, weighing between 40 and 45 pounds. Their skin is ruddy, 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 are almost unseen. They like to wear simple, comfortable, and practical clothes, favoring bright colors. A halfling reaches adulthood at the age of twenty and generally lives into the middle of his or her second century.
Blend into the Crowd
Halflings try to get along with everyone else. They are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. Though they work readily with others, they often make true friends only among their own kind. However, halflings are fiercely loyal to their friends, whether halfling or otherwise, and can show remarkable fierceness when their friends, families, or communities are threatened.
Most halflings have small, peaceful communities with large farms and well-kept groves. They have never built a kingdom of their own or even held much land beyond their quiet shires. They don't recognize any sort of nobility or royalty of their own, instead looking to family elders to guide them. This emphasis on family and community has enabled halflings to maintain their traditional ways for thousands of years, unaffected by the rise and fall of empires.
Many halflings live among other races, where their hard work and loyal outlook offers them abundant rewards and creature comforts. Some halfling communities take to travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hating to see others in pain and having no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Religion: The chief halfling deity is Yondalla, the Blessed One, protector of the race. She blesses those who heed her guidance, defend their clans, and cherish their families. Their lesser gods are Yondalla's children and embody the halfling ideals of community, hospitality, and agriculture.
Language: Halflings speak their own language, which uses the Common script. While the Halfling language isn't secret, halflings are loath to share it with others. They write very little, unlike dwarves and elves, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to deal with the people in whose lands they dwell or through which they are traveling.
Names: A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so well they have beenpassed 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.
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 adventurers are brave and faithful companions, relying on stealth and trickery in battle rather than raw might or magic
As a halfling, you have all the following racial traits.
Size: Small. As a Small creature, you cannot use heavy weapons.
Speed: 25 feet.
Halfling Weapon Training: When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Lucky: Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Halfling Nimbleness: You can move through the spaces of hostile creatures that are larger than you.
Languages: You can speak, read, and write Common and Halfling.
Subrace: Choose a subrace. Two subraces are described here: lightfoot and stout.
Lightfoot halflings have spread the farthest and thus are the most common subrace in the worlds of D&D. They are more prone to wanderlust than other halflings, and more often dwell alongside other races or take up a nomadic life. They make excellent rogues.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is one size category larger than you.
Stout halflings commonly lack the desire to explore the world, and many feel content to stay within their communities, living simple lives. However, they tenaciously guard their homes andfamilies, so some become fighters.
Ability Score Adjustment: Your starting Charisma score increases by 1.
Fearless: When you are frightened, you can take an action to end the frightening effect on yourself.