• 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 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.

Choose one of the following subraces:


As a lightfoot halfling, you can easily hide from notice, even using other creatures as cover. You're inclined to be affable and get along with others.

  • 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.


As a stout halfling, you're hardier than average and have some resistance to poison.

  • Ability Score Increase: Your Constitution score increases by 1.
  • Stout Resilience: You have advantage on saving throws against poison, and you have resistance to poison damage.

Halflings in Eberron:
Two Halfling Dragonmarked Houses exist in Khorvaire: House Ghallanda and House Jorasco. Both hail from the Talenta Plains, though the former house holds greater ties to the nomadic lifestyle they once led there.

House Ghallanda bears the Mark of Hospitality, and is one of the few Houses not involved in some form of arms dealing or soldiering. Instead, they pride themselves on being the best hosts in Eberron, dealing in food and shelter. Ghallanda enclaves exist all over the continent, offering security and pampering for those willing to pay for it. Under the Treaty of Thronehold, Ghallanda enclaves are exempt from local law, turning them into natural havens criminals and wrongly-accused adventurers. Most of House Ghallanda are Lightfoot halflings.

House Jorasco bears the Mark of Healing, allowing them to heal wounds and cure disease with ease. The House made a fortune selling their healing during the Last War, and only make more now that it is over; Their new clientele includes those injured and disabled by the war and in need of long-term care.

Those halflings who still live in the Talenta Plains live a nomadic life, as they have for thousands of years. They travel with easily collapsible tents, which have brightly colored pictures on the side, telling the story of their ancestors. They also assign great importance to their "hunt-masks", which represents their identity, and when worn allows them to combine their spirit with that of a bonded mount. These mounts are rather unusual, as they are generally a small species of dinosaur native to the plains,instead of horses or other mundane creatures.

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