CV Race: Halflings

Halflings

Feral HalflingHalfling RangerHalfling DruidHalfling FighterHalflingsHalfling Assassin

 

Halflings are a transient people, who take great pleasure in food and drink, tall stories and a warm fire. They are short and, although they are naturally a slender race, their excesses sometimes leave them portly. They also have tough, hairy feet, and few wear shoes. Their hair can be any colour, as can their eyes. Halflings mature quickly and have a short life span. They are considered adult at 10, and the oldest recorded Halfling lived until 45. Given their shorter lifespan, they are rather fertile (a trait often used to insult them) and often form strong family bonds, so most of them come from large families. Many halfling families form into tribes and claim a territory as their hunting grounds; these tribes can be very territorial and often become extremely violent when threatened by other races and creatures. Some have speculated that these tribes engage in practices, either magical or mundane that seem to enhance their violent, predatory tendencies. Many of these tribal groups will only eat meat and some practice cannibalism. On the other extreme some halfling family groups bond very well with civilization though they are typically looked upon as curiosities and left at the bottom edge of the social class.

Halflings are all (as a race world-over) afflicted with an almost insane fascination with something or other. They are constantly intrigued with some aspect of the world to the point of obsession. On the whole, Halflings are a cheerful and curious lot, rarely without their noses in somebody else’s business (or possibly their wallet). Halflings have little concern with all this ‘society’ nonsense; most find it quite amusing. For this reason, society places them (as a race) at the bottom of the lower class.


Hafling Traits

All PCs are exceptional All non-human races +2 to two stats of choice, regardless of subrace. This replaces all stat bonuses listed for each race. [NPC Halflings have +2 to Dex, +1 Con, and +1 Cha]
Age Halflings reach adulthood by age 10 and live less than half a century.
Alignment Halflings tend toward no particular alignment. The best and worst are found among them.
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 and must use the new roll.
Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
Fascination Each Halfling must choose a reasonably broad subject that fascinates them. It could be anything from people to travel to clockwork, but is subject to Gamemaster approval. This is not an academic interest, though. Halflings have little interest in learning dry lore; they want to experience what fascinates them. Those with a fascination for people spend all day watching them in the markets. Those who love travel never stop moving. Scattered watches they have taken apart and tried to repair will always surround a Halfling with a love of clockwork. This fascination can be as much of a benefit as it is a curse. Any time the player wishes his Halfling character to stop indulging in their particular fascination they must make a DC 10 Wisdom save unless someone else physically drags them away. However, given their concentration on whatever fascinates them, the Gamemaster should lower the difficulty to notice something that involves what they are absorbed in (such as a new face at the market or a missing piece of clockwork).
Brave You have advantage on saving throws against being frightened.
Language 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.

Urban Halfling

Enhanced Movement The Urban Halfling is adept at moving through the crowds of big folk and so does not consider crowds of people to be difficuilt terrain.
Stout Resistance You have advantage on saving throws against poison, and you have resistance against poison damage.

Wild Halfling

Enhanced Senses Wild Halflings have an enhanced sense of hearing, taste and smell and the Halfling can apply their proficiency bonus to any tests involving those senses.
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 or when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Feral You have Disadvantage on social interactions with anyone not a Halfling or from your tribe.
Weapon Familiarity You are proficient with blowgun, net, spears, javelins, and slings.