Halflings

Races
/
Character Options
Halflings
Playable Race
Source
  • PHB, pg. 26

Description

Halflings were an affable and cheerful people. They cherished the bonds of family and friendship as well as the comforts of hearth and home, harbouring few dreams of gold or glory. Even the adventurers among them would usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They loved discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Territory

Halflings were native to the swampy lowlands of Nurfel, where their joyful outlook and love for merriment brought a warm light to the fog-shrouded lands.

They were adept at fitting into communities of humans, dwarves, or elves, making themselves valuable and welcome in most settlements throughout Auriin.

A map of Auriin depicting the distribution of Halfling subraces across the continent.

A map of Auriin depicting the distribution of Halfling subraces across the continent. [view enlarged]

Subraces

Lightfoot Halfling

Lightfoot halflings were more slight than their stout relatives, light enough to stride over the marshy ground around which they built their homes. They were most often found living around the coastal areas of Nurfel.

Lightfoot Halfling Traits

See Player's Handbook, pg. 28

Nurian Halfling

Nurian halflings were the most ancient of the littlefolk. They were masters of navigating the humid, fog-bound swamplands of central Nurfel, where they resided for centuries. Generations of strong affinity with the land instilled low level druidic magic in Nurian halflings, which they used to nurture and protect their homelands.

Nurian Halfling Traits

Child of the Land. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components.


Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Mirewalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain which is swampy or made of nonmagical plants and undergrowth without expending extra movement.

Stout Halfling

It was often said that stout halflings had dwarven blood in their veins. They shared dwarves' resilience against poisons, as well as an innate hardiness. While they were among the less friendly halflings, their generous hospitality still rivalled that of most other races. Stout halflings commonly lived in the north-west of Nurfel, among grassy plains and rolling hills.

Stout Halfling Traits

See Player's Handbook, pg. 28