Halfling
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. Most halflings are Good.
Creature Type. You are a 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.
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.
Languages. You can speak, read, and write Common and Halfling.
Subrace. Halflings traverse wise across both land and sea. Choose a subrace.
Roaming Halfling
Ability Score Increase. Your Charisma score increases by 1.
Fate’s Fortune. When you use your Lucky trait, you can choose to call upon fate, instead of rerolling the die. When you do so, you treat the die as if you rolled a number equal to 10 + your Proficiency Bonus. Once you use this trait, you can’t use it again until you finish a long rest.
Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Charisma modifier. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Streetwise. You have proficiency in Insight and Sleight of Hand.
Sea Halfling
Ability Score Increase. Your Constitution score increases by 1.
Sea Legs. Your swim speed is 30 feet. You can hold your breath for 15 minutes.
Nothing Wasted. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a spear, a trident, a javelin, a blowgun, or 1d4 darts, needles, or arrows. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools. At your DM’s discretion, you may craft additional items.
- If you have 50 feet of rope, you may use it to craft a barbed net. It has all the normal properites of a net, but it also deals 1d4 piercing damage when it hits a creature, when a restrained creature is moved, or an action is attempted that involves disturbing the net, such as removing the net or attacking a creature from the restraint of the net.
Net Hunter. You have proficiency with nets. In addition, attacking while within 5 feet of a hostile creature or at long range with a net doesn’t impose disadvantage on your attack roll.
Survivalist. You have proficiency in the Survival skill, and you can go twice as long without consuming food or water. You have proficiency in the Perception skill.
Voice of the Sea. Your people have an innate connection to aquatic life. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Will of the Waves. You have advantage on saving throws against being charmed, paralyzed, poisoned, stunned, or put to sleep.