Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
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.
Languages. You can speak, read, and write Common and Halfling.
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.
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 short or 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 short or long rest.
Streetwise. You have proficiency in Insight and Sleight of Hand.