Halflings

A primarily nomadic people, always trading for whatever deals they can. Sometimes taking from those who don't care enough to watch their own belongings.
==Appearance==
==History==
==Lands==
==Religion==
==Game Mechanics==
===Fifth Edition Dnd===
Ability Score Increases: Your Dexterity score increases by two.
Size: Small Size
Speed: 25 ft.
Lucky: When you roll a one on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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 large than your's.
Languages: You can speak, read, and write Common and Halfling.
Subrace: In addition you choose between one of two subraces. Lightfoot or Stout.
Lightfoot
Ability score increase: Your charisma score increases by one.
Natural stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Stout
Ability score increase: Your Constitution score increases by one.
Stout Resistance: You have advantage on saving throws against poison and you have resistance against poison damage.
===Pathfinder===
Ability Score Increases: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.