Order of the Roll - Dungeons and Dragons Halfling - Order of the Roll

Halfling

DnD Halflings Race

For Halflings, life revolves around com­fort, cozi­ness, and com­mu­ni­ty. They rarely dream of fame or for­tune; their ide­al is a warm home, a crack­ling fire­place, good food, and a stur­dy drink shared in friend­ly con­ver­sa­tion. While many Halflings live in peace­ful farm­ing vil­lages, there are also nomadic tribes who trav­el the world in wag­ons, boats, or rafts seek­ing new fla­vors, sto­ries, and peo­ple. But wher­ev­er they go, they always car­ry their sense of home with them.

Small, Clever, and Practical

Halflings stand about 90 cen­time­ters tall and weigh between 18 and 20 kilos. Their skin ranges from light brown to pale with a rosy glow; their hair is usu­al­ly brown, orange, or blond. They wear sim­ple, prac­ti­cal cloth­ing in cheer­ful col­ors and dis­like show­ing off, even when wealthy.

Their strength lies in their sub­tle­ty and inge­nu­ity. They solve prob­lems with sim­plic­i­ty and dis­like unnec­es­sary fuss. Halflings have a keen sense for what is need­ed no more, no less.

Friendly, Loyal, and Curious

Halflings are nat­u­ral­ly cheer­ful, friend­ly, and curi­ous. They live for bonds of fam­i­ly and friend­ship, and are often gen­er­ous even in dif­fi­cult times. New expe­ri­ences whether a strange dish or an unfa­mil­iar song bright­en their day.

They have warm hearts but can be sur­pris­ing­ly fierce when their friends or com­mu­ni­ties are threat­ened. Halflings work well with oth­er races because they adapt eas­i­ly and rarely draw unwant­ed atten­tion.

Way of Life and Golem Magic

Most Halflings live in the qui­et, fer­tile land of Brieswold, known for its vast farms, ancient forests, and peace­ful vil­lages. They have no kings or nobil­i­ty; each com­mu­ni­ty is led by fam­i­lies with deep roots and tra­di­tion. Yet some­thing mag­i­cal lingers in this seem­ing­ly sim­ple life.

Halflings have a unique bond with Golems stone, wood­en, or clay guardians who have turned dor­mant over the cen­turies. Halflings seem to be the only ones who instinc­tive­ly under­stand how to awak­en these Golems with a Life Stone.

No one knows exact­ly why. Some believe it is ancient Halfling mag­ic, lost knowl­edge from ages past. Oth­ers think the Golems sim­ply chose them. What is cer­tain: in times of need, Golems rise as their silent pro­tec­tors, ready to watch and defend.

Golems in Nature

Golems are often found in the wild, appear­ing as stat­ues of stone, wood, or clay some­times for­got­ten, some­times revered. Many races see them as sacred sym­bols of nature, but in truth, they are sleep­ers wait­ing to awak­en.

  • Stone Golems are often found in caves or moun­tain pass­es.

  • Clay Golems dwell in deserts or dry val­leys.

  • Wood­en Golems lie hid­den in ancient forests.

With a Life Stone, Halflings can awak­en these beings some­times as allies, some­times as threats. But as long as Halflings live in bal­ance with their world, the Golems remain their most loy­al guardians.

Stats

  • 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 law­ful good. As a rule, they are good-heart­ed and kind, hate to see oth­ers in pain, and have no tol­er­ance for oppres­sion. They are also very order­ly and tra­di­tion­al, lean­ing heav­i­ly on the sup­port of their com­mu­ni­ty and the com­fort of the old ways.
  • 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: Your char­ac­ter can speak, read, and write. Com­mon, Hob and one oth­er lan­guage that you want. .
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