The Halfling
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Alternate Racial Rules: The Halfling Introduction: An original race in D&D lore, halflings were described back then as short demi-humans that are human-like in appearance with slightly pointed ears. Known for their outgoing nature and bravery in a pinch, they were exceptional thieves back in those days. by ROBERT L. RATH DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copySampleright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited withou t the expresfiles written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1 | D i g g i n g D e e p e r I n t o H e r i t a g e – T h e H a l f l i n g more information about gnomes through different editions in the Forgotten Realms ™ setting. THE HALFLING OPTIONAL HEIGHT AND WEIGHT RULES If you want to make a halfling character a bit more unique based on their ability scores, consider this table. What this is, is a method of determining your height and weight ranges based upon how strong and how beefy your character is when looking at their Strength and Constitution scores. You use the height/weight table below for using your Strength and Constitution scores to help narrow in your height/weight. A halflings’s height and weight are determined by their Strength and Constitution scores. Use the table below as a guide. The left side of the table shows the creature's height range based on their Strength score while the next columns show the creature's weight based on their Constitution score. Using this table, a creature as a Slim build if their Con score is less than 10, a medium build if their Con score is between 10-12, a large build if their Con score is 13 or 14 and finally, an extra-large build if their Con score is 15 or more. An original race in D&D lore, halflings were HALFLING HEIGHT AND WEIGHT described back then as short demi-humans that are STR HT SLIM MED LRG XL human-like in appearance with slightly pointed ears. 8 or 2’6” to 2’11” 26 to 36 26 to 37 27 to 37 27 to 37 Known for their outgoing nature and bravery in a Less pinch, they were exceptional thieves back in those 9 2’7” to 3’0” 27 to 38 28 to 38 28 to 39 29 to 39 days. 10 2’8” to 3’1” 28 to 39 29 to 40 30 to 40 30 to 41 11 2’9” to 3’2” 29 to 40 30 to 41 31 to 42 32 to 43 As we ve progressed through time, halflings have ’ 12 2’10” to 3’3” 30 to 41 31 to 43 33 to 44 34 to 45 taken on many different faces and roles within not just 13 2’11” to 3’4” 31 to 43 33 to 44 34 to 46 36 to 47 D&D but the fantasy genre itself. For more 14 3’0” to 3’5” 32 to 44 34 to 46 36 to 47 37 to 49 information about gnomes, I’d highly recommend 15+ 3’1” to 3’6” 33 to 45 45 to 47 37 to 49 39 to 51 lookingSamplethrough the 5E Player’s Handbook, but also at file https://forgottenrealms.fandom.com/wiki/Halfling for 2 | D i g g i n g D e e p e r I n t o H e r i t a g e – T h e H a l f l i n g HALFLING BASIC TRAITS LUCKY Your halfling character has a number of traits in When you roll a 1 on the d20 for an attack roll, common with all other halflings. These traits remove ability check, or saving throw, you can reroll the die any normal traits you would have gained from and must use the new roll. selecting a elf character in the 5E Player’s Handbook. NIMBLENESS ABILITY SCORE ADJUSTMENTS You can move through the space of any creature Halflings are known for their likeable that is of a size larger than yours. personalities and lightfooted nature, meanwhile, they LANGUAGES tend to be impulsive and lack general strength. Your Charisma and Dexterity Scores increases by 1 and You can speak, read, and write Common and one your Strength and Wisdom scores decrease by 1. Like other language of your choice agreed upon by the always, a DM can choose to allow players to select Dungeon Master. which ability score increases by 1 and decreases by 1, INISHING OUR ALFLING but each race should have a single decrease in ability F Y H scores for balancing purposes. CHARACTER Use the following rules below to round out your AGE halfling character. A halfling reaches adulthood at the age of 20 and You have 20 points to spend on the traits generally lives into the middle of his or her second described below. century. At least 5 of these points must be spent on your cultural traits. ALIGNMENT Most halflings are lawful good. As a rule, they Unless stated otherwise, you cannot take a trait are good-hearted and kind, hate to see others in pain, more than once. and have no tolerance for oppression. They are also Whenever you reach 4th, 8th, 12th, 16th, and 19th very orderly and traditional, leaning heavily on the levels, you can choose up to 8 additional points support of their community and the comfort of their worth of physical inborn traits or cultural traits old ways. which you can use instead of a Feat or Ability Score Increase. SIZE Halflings average about 3 feet tall and weigh PHYSICAL INBORN TRAITS about 40 pounds. Your size is Small. These traits are "halfling only" traits. These represent dwarves in their essence and cannot be taken SPEED by other races unless otherwise noted. YoSampleur base walking speed is 25 feet. file 3 | D i g g i n g D e e p e r I n t o H e r i t a g e – T h e H a l f l i n g ABILITY SCORE INCREASE you do it, you just wish it, and it happens. Surely a Cost. 5 Points Per Increase sign of fortune's favor! Each time you take this trait, you can increase an When an ally you can see within 30 feet of you ability score of your choice by 1. You cannot increase rolls a 1 on the d20 for an attack roll, an ability an ability score beyond 20 and you cannot put more check, or a saving throw, you can use your than 1 point into any one ability score. reaction to let the ally reroll the die. The ally must use the new roll. CAST IRON STOMACH When you use this ability, you can't use your Cost. 5 Points Lucky racial trait before the end of your next turn. You have advantage on saving throws against poison, and you have resistance to poison damage. FOREST CUNNING Cost. 4 Points CHILD OF THE WOODLANDS Ability checks made to track you are at disadvantage Cost. 5 Points and you can move through difficult terrain made of You know the Druidcraft Cantrip. At 3rd level, you non-magical plants and overgrowth without expending can cast the Entangle spell once per long rest. At 5th extra movement. level, you can cast Spike Growth spell once per long rest. These spells don't require the material FURY OF THE SMALL components normally required. Wisdom is your Cost. 3 Points spellcasting ability for these spells. Whenever you pushed into a corner and forced to fight, you can do so with vengeance. When you damage a EXTRAORDINARY BRAVERY creature with an attack or a spell and the creature's size Prerequisite. Resiliency is larger than yours, you can cause the attack or spell Cost. 6 Points to deal extra damage to the creature. The extra damage You may take an action and spend a Hit Die to martial equals your level. Once you use this trait, you can't use your spirit for a fight. For the length of the following it again until you finish a short or long rest. combat, you are immune to the Frightened condition, MARK OF HOSPITALITY and are unaffected by the penalties derived from any Cost. 8 Points exhaustion levels that you may have. You must take a long rest before you can use this ability again. You have a marking which represents a magical deep- rooted bloodline of your people and gives you the EXTRAORDINARY LUCK following benefits: Cost. 8 Points Whenever you roll a Charisma (Persuasion) check Your people have extraordinary luck, which you have or an ability check involving Brewer's Tools or learned to mystically lend to your companions Cook's Utensils, roll a d4 and add the number whenevSampleer you see them falter.