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Halfling

Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside other tall-folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.

Overview

Many taller people dismiss halflings due to their size or, worse still, treat them like children.

Halflings use these misconceptions and prejudices to their advantage, gaining access to opportunities and performing deeds of daring mischief or heroism. A halfling’s curiosity is tempered with caution, often leading to narrow escapes.

Despite their jovial and friendly nature, halflings don’t naturally tend to congregate together. They have no cultural homeland, and they instead weave themselves throughout the world’s societies. Halflings usually dwell among humans within the walls of cities, eking out whatever livings they can, many performing menial labor or simple service jobs. Some halflings reject such a life, instead turning to the open road, traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family.

Halflings rarely grow to more than 3 feet in height. Tufts of hair warm the tops of their broad, tanned feet, and they prefer to walk barefoot. Halflings typically reach physical adulthood at the age of 20. A typical halfling can live to around 150 years old. Halflings are loyal to their friends and family, but they are not afraid to do what needs to be done in order to survive. Halflings favor gods that either grant luck or encourage guile.

Halflings’ wanderlust and opportunism make them ideal adventurers, and one popular superstition even claims that traveling with a halfling is good luck.

Hit Points 6 | Size Small | Speed 25 feet

Bonus Languages

At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Dwarven, Elven, Gnomish, or Goblin.

Halfling Adventurers

Some backgrounds make particularly good choices for halflings. You might consider the acrobat background if you were raised in a troupe, the entertainer background if you had to perform to pay for a meal, or the street urchin background if you grew up in poverty. In addition, the barkeep, criminal, and laborer backgrounds all make good fits for halflings.

When choosing a class, note that halflings make great clerics and rogues due to their natural proclivities, but many also become skilled monks or rangers.

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a halfling, you choose from among the following ancestry feats.

Attentive Feat 1

Your communal lifestyle causes you to notice when those around you act out of character. You gain a +2 circumstance bonus to Perception checks when using the Seek action to notice enchanted or possessed characters.

If you aren’t Seeking, the GM rolls a secret check anyway, with a –2 circumstance penalty, for you to notice the enchantment or possession.

Distracting Shadows Feat 1

You’ve learned to use larger folk to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions.

Keen Eyes Feat 1

Your eyes are sharp, and your other senses are similarly attuned to your surroundings. When you attack an opponent that is concealed from you or sensed by you, reduce the flat check DC you need to hit that creature to 3 for concealed or 9 for sensed. You gain a +2 circumstance bonus when using the Seek action to sense unseen creatures within 30 feet.

Lucky Halfling Feat 1

Frequency once per day

Trigger You fail a skill check or saving throw.

Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that’s true. You can reroll the triggering check or saving throw and take the better of the two results.

Plucky Feat 1

You are easily able to ward off attempts to play on your fears and emotions. If you succeed at a saving throw against an emotion or fear effect, treat your result as a critical success instead of a success.

Sure-Footed Feat 1

If you succeed at an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead of a success. You’re not flat-footed when you attempt to Balance or Climb.

Titan Slinger Feat 1

You have learned how to use your sling to fell big creatures. You gain a +1 circumstance bonus to damage rolls with slings against Large or larger creatures. This bonus increases to +2 on critical hits (and then doubles on a critical hit as normal).

Unfettered Feat 1

Trigger You roll an Acrobatics check to Escape, an Athletics check to Break a Grapple, or a saving throw against an effect that would entangle or grab you, or you use your Fortitude DC to resist a Grapple.

You were forced into service as a laborer, either pressed into indenture or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never labor against your will again. You gain a +2 circumstance bonus to the triggering check or your Fortitude DC.

Weapon Familiarity (Halfling) Feat 1

You favor traditional halfling weapons. You are trained with slings, sling staves, and shortswords.

In addition, you gain access to all uncommon halfling weapons. For the purpose of proficiencies, you treat martial halfling weapons as simple weapons and exotic halfling weapons as martial weapons.

Weapon Trickster (Halfling) Feat 5

Prerequisite(s): Weapon Familiarity (Halfling)

You are particularly adept at fighting with your people’s favored weapons. Whenever you critically succeed at an attack roll using a weapon of the sling group, a shortsword, or a halfling weapon, you apply the weapon’s critical specialization effect.