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Type: Humanoid

Halflings are tiny humanoids, easily mistaken at first glance for human children. Halflings do possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings prefer simple, comfortable garb and avoid ostentation. Halfling hair and eye color is usually dark brown.

Halflings are lucky enough to avoid most of the animosity that other nonhumans face. With their small size and lack of supernatural powers, halflings present humans with little to fear. Humans respect halflings' courage and general good nature — sometimes to a fault. Humans often treat halflings with good-intentioned condescension, believing that all halflings are as innocent and harmless as the young children they resemble. Some human bards claim that halflings were created when a powerful hag tried to purify a human as an experiment, driving all the evil from his body. The experiment was a success, but the victim was reduced to half his former size, the "evil half vanishing to none-knows-where. Halflings pay this legend very little mind.

Homelands

Most halflings are nomadic, wandering in clans from one domain to another. Unlike the constantly drifting Vistani, however, halflings tend to take root in a given area for a few years, experiencing all it has to offer before moving on. Any settlement in Ravenloft of sufficient size may boast a halfling community, though these may be ghettos.

Some halflings have settled down to form permanent communities. The largest of these are both in Darkon. Halflings in the city of Rivalis raise goats, produce cheese and take pride in their flower gardens. The town of Delagia supports itself through fishing and is actually built atop Lake Korst, its buildings resembling beaver dams.

Tales are told of a village of halflings hidden somewhere in the forests of Sithicus. These halflings were hideously tortured by the black knight who previously ruled that land, however. They are now said to be insane, feral creatures.

Base Outcast Rating: 1

Racial Traits

  • 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 a Domain language and Halfling.

Also pick a subrace.

Lightfoot

  • Ability Score Increase. Your Charisma score increases by 1.
  • Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Stout

  • Ability Score Increase. Your Constitution score increases by 1.
  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.