Halfling

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.

## **Small and Practical**

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 away from dangerous ruins and on the edges of conflicts. 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.

## **Kind and Curious**

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

Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

## **Blend Into the Crowd**

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

## **Pastoral Pleasantries**

Most halflings live in small, peaceful communities with large farms and well-kept groves. A large population of halflings live in the countryside outside of feyborn cities, or within the cities in tightly knit communities. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

## **Exploring Opportunities**

Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.

## **Halfling Names**

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna

Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

## Halfling Characteristics

*When creating a Halfling character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Dex +2)*

**Creature Type.** Fey/Humanoid

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

**Speed.** Your base walking speed is 25 feet.

**Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

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

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

**Languages.** You can speak, read, and write Common and Halfling.

## **Halfling Subraces**

The four main kinds of halfling, ghostwise, lightfoot, stout and lotusden, are more like closely related families than true subraces. Choose one of these subraces or one from another source.

### **Ghostwise**

*(Wis +1)*

Ghostwise halflings are the rarest of their kin, and often live in isolated forests, clustered in tight-knit clans. Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare.

**Silent Speech.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

### **Lightfoot**

*(Cha +1)*

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often well alongside other races or take up the nomadic life.

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

### **Stout**

*(Con +1)*

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

**Stout Resilience.** You have advantage on saving throws against poison, and you have resistance to poison damage.

### **Lotusden**

*(Wis +1)*

Long tied to the natural hearts of the wild places of Wormwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.

**Children of the Woods.** You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.

**Timberwalk.** Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

### **Hearth**

*(Cha +1)*

Hearth halflings are beings that have fostered a deep connection to the magic of hospitality. They follow a strict code of hospitality and infuse those laws into their everyday lives. Hearth halflings will seek out work as innkeepers and other positions that allow them to welcome others into their home and offer them safety and aid.

**Ever Hospitable.** Whenever you roll a Charisma (Persuasion) check or an ability check involving Brewer's Tools or Cook's Utensils, roll a d4 and add the number rolled to the total ability check.

**Innkeeper's Magic.** You know the Prestidigitation cantrip. You can also cast Purify Food and Drink and Unseen Servant with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Charisma is your Spellcasting Ability for these spells.

**Hearth Spells.** If you have the Spellcasting or Pact Magic class feature, the spells on the Hearth Spells table are added to the spell list of your Spellcasting class. *(1st level)* Goodberry, Sleep, *(2nd level)* Aid, Calm Emotions, *(3rd level)* Create Food and Water, Leomund's Tiny Hut, *(4th level)* Aura of Purity, Mordenkainen's Private Sanctum, *(5th level)* Hallow.

### **Lifewell**

*(Wis +1)*

Through the halfling's tendencies to gravitate towards clerical and druidic magics, a subset of halflings have developed a way to instinctually tap into healing magic without fully pledging themselves to a deity. Lifewell Halflings are invaluable members of any community, becoming healers, veterinarians, and wisefolk.

**Medical Intuition.** Whenever you roll a Wisdom (Medicine) check or an ability check involving an Herbalism Kit, roll a d4 and add the number rolled to the total ability check.

**Healing Touch.** You can cast the Cure Wounds spell with this trait. Beginning at 3rd level, you can also cast the Lesser Restoration spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Wisdom is your Spellcasting Ability for these spells.

**Lifewell Spells.** If you have the Spellcasting or Pact Magic class feature, the spells on the Lifewell Spells table are added to the spell list of your Spellcasting class. *(1st level)* Cure Wounds, Healing Word, *(2nd level)* Lesser Restoration, Prayer of Healing, *(3rd level)* Aura of Vitality, Mass Healing Word, *(4th level)* Aura of Purity, Aura of Life, *(5th level)* Greater Restoration.