- Ability Score Increases: +2 Dexterity
- Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
- Speed: Your base walking speed is 25 feet.
- Languages: You can speak, read, and write Common and Halfling. The Halfling language isn’t Secret, but Halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Origin Town: Farris, or Elerya
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.
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of cities and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, 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 even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, 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. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Farris is a town founded by halflings. They found a nice shady spot between the hills and decided to plop themselves down. Halflings have always been an easy going lot, and that carried over to the mood of their settlement. Life in the countryside was safe and easy, and farms provided very bountiful yields. With so much spare time and no militaristic ambitions the halflings of Farris devoted themselves to their hobbies, which ended up being art. Dozens of halfling poets, bards, actors, and artists over the centuries have originated from Farris. The town became renowned for their artistry and kept attracting talent from all over Avensuna.
Ability Scores: +1 Dexterity, Charisma, or Wisdom
Skills: Proficiency in the Persuasion, Performance, or Deception skill.
Artisan’s Expertise: You gain proficiency with one set of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that chosen proficiency.
Actor: You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.
There is a sizable population of halflings in Elerya. Certain halflings don’t fit into the fast paced life of Farrs. Elerya has a serene quality that appeals to some halfings more. With the close proximity to Farris, it was natural for these halflings to slowly migrate to Elerya. There they could simply focus on living a simple lifestyle with respect to nature.
Ability Scores: +1 Dexterity, Wisdom, or Constitution
Skills: Proficiency in the Animal Handling, Medicine, or Survival skill.
One with Nature: You are proficient in the Nature skill.
Mark of the Wild: You know the Druidcraft cantrip.