Halflings

Diminutive and joyful, Halflings are often seen as the living embodiment of hospitality. Often finding work as innkeepers, midwives, and caretakers, Halflings are rarely thought of, often disappearing into the background except when needed. Halflings rarely form their own communities, often slotting into the various niches of society, though occasionally Halfling neighborhoods and villages will crop up, often a novelty for travelers due to their smaller scale. For the sticky-fingered among them, a Halfling's small size and cultural trust is often a boon, allowing them to preform burglaries and run scams more efficiently than most "tall folk" as they say.

## Abilities

Ability Scores: +2 Dex, +1 Con

Size: Small

Base Speed: 25 ft.

Lucky: When you roll a 1 on an Attack Roll, Ability Check, Skill Check, or Saving Throw you may reroll that die, you must use the new result.

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.

Stout Resilience: You have Resistance to Poison Damage and have Advantage on Saving Throws against Poison.

Languages: You can read and write Common, Halfling, and one language from your country of Origin.

Base Height: 2'7" + 2d4 inches

Base Weight: 35 lbs X 1 lbs

Age: Halflings are considered adults by age 18 and will typically live to be 100 years old, with 150 year old halflings not uncommon sights.

Appearance: Halflings will tend to have shorter hair that runs in tight curls of colors typical to their country of origin, with skin color that runs a shade or two darker than is typical. Halflings tend to be short and stocky, with rounded features that often give them a child-like quality. Halfling eye colors tend to match their country of origin.

## Common Perception

Halflings are often thought of as friendly and jovial, often serving as innkeepers, merchants, and caretakers, and though they often fill these roles Halflings can be seen working as scouts, rangers, and craftsmen. The less scrupulous among them often make up a large portion of crime syndicates, leveraging their small size to squeeze in tight places and hide in shadows more easily, while often maintaining front stores that these operations are based out of.

## Alaran Origins

Halflings were created to tend to Alaran children, serving as sitters, playmates, and midwives, a job in which mistakes were neither made nor tolerated, as the Alarans were very strict in how their young was raised. Rarely were Halflings given any measure of respect or dignity for their work, shoved into the margins even among the rest of the Slave Races.

## Variants

All Variants replace the Ability Scores and Stout Resilience Abilities

Ghostwise:

Ability Scores: +2 Dex, +1 Wis

Silent Speech: You can speak telepathically with any creature within 30 ft. of you. The creature understands you only if you share a language. You may speak telepathically with only one creature at a time.

Lightfoot:

Ability Scores: +2 Dex, +1 Cha

Naturally Stealthy: You may attempt to hide even when only obscured by another creature that is at least one Size larger than you.

Lotusden:

Ability Scores: +2 Dex, +1 Wis

Timberwalk: Ability checks made to track you have Disadvantage. You may move across Difficult Terrain made of undergrowth and non-magical plants without expending an additional Movement.

Mark of Healing:

Ability Scores: +2 Dex, +1 Wis

Magical Intuition: When you a Wisdom (Medicine) Check or use an Herbalism Kit you may roll 1d4 and add the result to the Ability check.

Healing Touch: Once per Long Rest you may cast Cure Wounds. At 3rd Level you may cast Lesser Restoration instead, you may only cast one per Long Rest. Wisdom is your Spellcasting Ability for these Spells.

Spells of the Mark: If you have the Spellcaster or Pact Magic class features you may add the following spells to your spell list.

 2nd
 3rd
 4th
 5th

Mark of Hospitality:

Dex: +2, Cha +1

Ever Hospitable: When you make a Charisma (Persuasion) Check or use Brewer's Supplies or Cook's Utensils you may roll 1d4 and add the result to the Check.

Inkeeper's Magic: You know the Prestidigitation Cantrip. Once per Long Rest you may cast Purify Food and Drink or Unseen Servant Spells (you may only cast one per Long Rest). Charisma is your Spellcasting Ability for these Spells.

Spells off the Mark: If you have the Spellcaster or Pact Magic class features you may add the following spells to your spell list.

 2nd
 3rd
 4th
 5th