Most halflings in Dark Sun hail from the Forest Ridge, a mysterious and legendary jungle said to crown the Ringing Mountains. Halflings live apart from other races, divided by their stature and odd customs, but no one can deny their bravery and cunning. The savagery for which they are feared masks a deep and abiding reverence for the natural world and an uncommon connection to the land’s spirits. Halflings live throughout the Tyr Region – some as slaves, others as mercenaries, and still others as raiders. Regardless, all halflings look to the Forest Ridge as their homeland.

The halflings are an ancient people; according to their myths, they are among the oldest in the world. Once stewards of all the land, the halflings retreated when dark magic came to power, and they built a civilization at the roof of the world. Over the ages they have forgotten much of their learning, but they remain a spiritual people, and their connections to the natural world are the strongest of any civilized race in the Tyr Region. These connections make it hard for them to establish productive relationships with other races. For example, halflings place little emphasis on the individual; each halfling is merely part of the overall race, which itself is part of a much larger organism the world. This view makes it nearly impossible for halflings to deceive or betray one another.

Halflings see all creatures as potential sources of sustenance. After all, living beings compete to survive, and halflings think nothing of eating their enemies, for doing so ensures their own survival.

Halfling Features

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. Halflings tend towards lawfulness. Uncomfortable with change, they tend to rely on intangible constants, such as racial identity, family, clan ties and personal honor. On the other hand, halflings have little respect for the laws of the big people.

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. You can speak, read, and write Common and Halfling.

Lightfoot Halfling

Ability Score Increase. Your Charisma score increases by 1.

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.

Stout Halfling

Ability Score Increase. Your Constitution score increases by 2.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

Ghostwise Halfling

Ability Score Increase. Your Wisdom score increases by 1.

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.