The following is an overhaul for the halfling lineage option for the Reborn World campaign setting for Dungeons and Dragons 5th Edition. This work-in-progress playtest content is compatible with current 5e rules. Character creation Ability Score bonuses and Languages have been moved into Backgrounds.
Shorter than most humans but filled with an adventurous spirit unrivaled by people more than twice their height. Halflings heed the call to quest fueled by confidence and a non-negligible amount of luck.
BIOLOGY
Historical and medical studies both agree that halflings descend directly from humans, and so halflings are still fairly similar to their human ancestors. The outward appearance of a halfling is functionally indistinguishable from a human, causing many academics to argue halflings should still be considered a subgroup of humans. The strongest evidence for this is that pairs of human parents are capable of spawning a halfling child, and likewise pairs of halfling parents are capable of spawning a human child.
However there are enough cultural and biological differences for the two groups to still be considered distinct, acquired in the centuries since halflings’ primary ancestors separated from humans. Most apparent among these distinctions is average height, for which halflings were given their most common name. Humans typically average between 5 to 6 feet tall and, while humans are fully capable of being 3 feet tall when fully grown, halflings only average 3 feet tall and rarely any taller.
Halflings are known to have a more robust digestive system than humans, and so are better able to handle toxins and are less prone to gastrointestinal problems. This is believed to stem from halfling culture focusing on exploration, and in the centuries since the groups’ diverging halflings have adapted to eating all manner of cuisine from around the world in order to survive.
It has been noted through anecdotal evidence and legend that halflings appear to be ‘lucky’ in an inexplicable way. Science has thus far been unable to account for a biological or magical source for such an ability, if it exists. The idea likely stems from a preconceived notion from taller varieties of person that have a hard time believing that halflings are able to survive the many dangers they have been exposed to across their history. While research has not concluded anything definitive regarding halfling luck, it has been noted that halflings do possess several biological adaptations to aid in stealth, providing an alternative explanation for halfling legend featuring so many improbable escapes from danger. Halflings’ shorter stature assists in hiding and research indicates halfling hair possesses a sound dampening quality.
HISTORY AND CULTURE
Halflings trace their lineage back to a single man known as Willoughby Robins, whose legend and exploits form the basis for the majority of halfling culture.
Humans have existed since before the Cataclysm, and they survived its events within fortified sanctuaries all across the world. Willoughby Robins was a human who resided in one of these communities, which has survived to the present day as Robinsbail in the Drakgard region. Reportedly in Robins’ time the settlement was self-isolated and struggled with acquiring needed supplies. The legend goes that amidst a season of famine, Robins caught sight of a cloverfly and felt an overwhelming urge to follow it, feeling that it would lead him to find the resources the village needed. He set out on a self-imposed quest to follow the path the cloverfly laid, an endeavor that was unsupported by the rest of the community. Robins was short for an adult human, 3 feet tall exactly, and his fellow townsfolk felt his errand was a death sentence not worth expending additional resources on. And so Willoughby Robins set out alone on his first adventure.
Robins not only survived his quest, he witnessed the wonders and peoples of the Reborn World for the first time. He went on to claim that whenever he was truly in danger, he would catch sight of another cloverfly which he would follow to safety. He acquired seeds and magical tools for his people and returned home to deliver them, only to feel emboldened by his experience. He wished to keep exploring, to set out again to see what else this world had to offer. He told his people of his journeys and bid that they open up to the outside world and join him, but they once again thought he was marching to his death and refused.
Robins’ continued journeys became the stuff of legend, recounted the world over by groups beyond just halflings. He walked with orcs, drank with dwarves, and evaded capture by elven scouts. As his tales spread so too did his adventuring party, he was joined particularly by people of similar stature who felt emboldened to join his quest and prove the strength of their hearts out-measured their size. And so Willoughby Robins’ adventuring band and children became the first halflings, brave explorers blessed by the luck of the cloverflies they follow.
These legends have given halflings a reputation as adventurers, and they culturally aspire to that ideal. Their resiliency and purported luckiness make them sought after members of exploration and trade companies engaged in global travel. The tales of Robins have led to direct superstitions that one should keep a halfling close in the event they spot a cloverfly, and that it will lead everyone involved to safety and prosperity. Halflings largely do not debate this superstition, and their society regards cloverflies and the Clover Queen with reverence.
Halflings as a culture view themselves all as Willoughby Robins’ children, carrying on his legacy and adventures. While many are directly descended from the man himself, it is considered socially taboo to try to prove that fact. A halfling born from modern humans is considered every bit a child of Robins as a halfling whose lineage traces back centuries.
Halfling settlements exist largely as places to prepare for new adventures. Passers-through engage in trade for supplies and residents raise and teach the next generation. While they don’t control a kingdom, Robinsbail is the largest halfling settlement and exists as an independant city-state regarded as their cultural capital.
HALFLING CHARACTER TRAITS
Creature Type. You are a Humanoid.
Size. You are Small size.
Speed. You have a 30ft walking speed.
+ Naturally Stealthy. Halflings are uniquely able to avoid detection. You gain one level of Advantage on all Stealth checks.
+ Hardy. Halflings eat just about anything, and a lot of it. You have advantage on saving throws against poison, and you have resistance against poison damage.
* Brave. A natural adventurer, danger doesn’t rattle you. You have advantage on saving throws against being frightened.
* Uncanny Luck. Things just seem to go your way more than one would expect. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Author’s Notes
I don’t feel the need to change halflings much, they’re fun and strong enough as they are. My one main tweak was basically combining Lightfoot and Stout halflings together into the base kit. The advantages of each never felt pronounced enough to warrant having to pick. And now they serve as apt benefits to give half-halflings using the mixed lineage system while reserving Lucky for halfling itself. One can use that same system to emulate more complex varieties of halfling from different sourcebooks.
I left Brave for single lineage halfling proper because I enjoy the idea of a standard halfling being braver than a half-orc half-halfling. Maybe being lucky gives them a confidence boost.
Playtest data and feedback is always appreciated!