Halfling clans have always been known for their curiosity and tendency to collect things. Before the War of the Ancients the halflings were the leading experts in botany and were most commonly herbalists. They lead expeditions across the world collecting plants, mushrooms, and other rare resources that they could study and use to better the life of the races and creatures alike. When the War of the Ancients began, the halfling clans splintered. The lightfoot clan wished to avoid the war directly, instead focusing their attention on the curative and other beneficial properties the resources they gathered could provide their armies. The Stoutfoot were ready to fight, but while the adults headed to the front lines, their young took to defending the settlements as guards. The forgefoot clan as they came to be known during the war, strayed from plants and mushrooms. Instead they turned their focus on ways to bend the earth to the war's needs. After the war the halfling clans did not reunite. Two of the clans had found a new passion while the lightfoot clan stuck to the halfling traditions. The lightfoots resented the other clans for straying from the old ways which caused some minor conflicts between the clans throughout the time of the ancient civilization, but their accomplishments overshadowed these "minor" skirmishes.


Lightfoot

After the reemergence the lightfoot clan has spread far and wide. Their traditions still hold strong throughout the clan with most lightfoots using their knowledge to become alchemists, herbalists, researchers, clerics, and druids. They have a tendency to avoid being up front fighters and would rather run when in danger than fight. The Lightfoots still hold a grudge against the other halfling clans, but they will still work with them if required, albeit reluctantly. They are also not against bringing up any faults in plans or issues caused by their halfling brethren.


Stout

The Stoutfoot clan took a new name after the reemergence. Tired of having a name similar to the traditionalist who are unwilling to change, the Stoutfoot clan came to be known as the Stoutguard clan. The Stoutguards are well known throughout the settlements of the Old World. Many do not take up hunting, instead choosing to guard the villages, cities, and towns they were born in. On a rare occasion, a Stoutguard has been known to enter the ranks of guild knight. Those who reach this achievement are treated as heroes and legends in their halfling communities.


The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

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Halfling - Traits

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 ft.

Lucky: When you roll a natural 1 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. After you use Lucky, you can't use it again until you either (a) complete a short or long rest or (b) you roll a natural 20 on an attack roll, ability check, or saving throw.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Ever Hospitable. When you make an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.

Languages. You can speak, read, and write Common and one language of your choice, likely 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. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Variant Feature (Choose 1)

Lightfoot Ancestry. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout Ancestry. You have advantage on saving throws against poison, and you have resistance against poison damage.