D&D Free Rules (2024)
Halfling
HUMANOID
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to the stars, totems, tokens or various superstitions.
Found mostly on the island of the High Thistle where they have established a merry kingdom away from the wars and strife of the other continents.
Halfling Traits
Size: Small (about 2–3 feet tall)
Speed: 30 feet
As a Halfling, you have these special traits.
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.
Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Custom Background: Scout Leader
Skilled. You gain proficiency in any combination of three skills or tools of your choice.
Attack At Will At level 1, use an Action to choose an ally within a 30 ft. radius and they can use an weapon attack action by using their reaction.
Intelligent Defense.At level 1, you can add your Intelligence bonus as your AC bonus if higher than your Dexterity.
Tactical Analysis
You can use a Bonus action to learn a number of attributes of a creature equal to your Proficiency Bonus from the list below:
- One Ability Score
- Attack bonus
- Hit points
- Armor Class
- Damage vulnerabilities, immunities or resistances
- Condition immunities
Mounted Officer. You've trained your mount to work with you when you're in combat. It uses your Intelligence Modifier and Proficiency Bonus for their Attack and Damage Rolls. Your mount acts on your Initiative can move and make Attack Rolls. You can Disengage or Dash with your mount as a Bonus Action. To get these benefits you must be riding your mount and can't have the Incapacitated condition.
When you acquire a new mount or lose your mount you'll have to spent a month in downtime to train a new mount.
Advanced Training. You can train your mount to perform actions on certain triggers. For example, you can train it to bring you to a party member when you're incapacitated or have it wait for you until you whistle. You can have a number of triggers equal to your Intelligence Modifier.
Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Expertise. Choose 2 skills to become an expert in. You double your Proficiency Bonus for this chosen skill.
Mounted Combatant.
- Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.
- Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.
- Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don’t have the Incapacitated condition.