Halflings are tenacious survivors and spirited adventurers, renowned for their adaptability and unbreakable sense of community. They were the first of the humanoid (as opposed to goblinoid) races to rise after the fall of the elemental and draconic empires of the First and Second Ages, developing at the same time as goblin culture. While often overlooked due to their small stature, halflings have shaped Thaloria's history through determination, cunning, and unstoppable hope.
From peaceful village settlers to daring wanderers, halflings excel wherever they go. Their strong belief in family, loyalty, and clever resourcefulness makes them fearless adventurers, expert traders, and stealthy scouts. Despite their generally peaceful nature, halflings are fiercely protective of their communities and will defend their homes with unexpected courage and clever tactics.
Halflings are small but sturdy, standing between three and four feet tall with lithe, compact builds that allow them to move quietly and escape danger when needed. Their skin tones range from warm tan and rosy brown to earthy olive and pale peach, reflecting generations spent in diverse environments. Hair colors range from dark brown and chestnut to golden blond or copper red, often worn loose or in practical braids. Their eyes, bright and lively, come in shades of hazel, green, and warm brown, always shining with curiosity and warmth.
While often seen as simple villagers, halflings have played a crucial role in shaping Thaloria's history. Their hidden villages have become safe havens in dark times, while their caravans have spread trade, stories, and legends across the world. Halfling adventurers are rare but celebrated, often becoming scouts, rogues, or wandering heroes driven by curiosity, wanderlust, or a desire to protect others. Their resourcefulness and indomitable spirit make them invaluable in even the most dangerous quests.
You have the following traits.
Creature Type: Your type is Humanoid.
Size: Your size is Small.
Speed: Your walking speed is 30 feet.
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Player's Handbook. Wizards of the Coast, 2024.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA