Join
Individual halflings can join together to increase their vitality and broaden their perception.
Join. As as action, you may merge into any willing halfling you can touch. As part of your action, you halve your current HP and bestow them on the halfling you’re merging with as temporary HP. While you remain joined, your host halfling gains proficiency with all your proficient skills, and they have advantage on Perception checks. They retain complete bodily autonomy.
While joined, you perceive everything your host perceives and gain proficiency with all of their proficient skills.
In combat, you roll initiative and take your own turn as normal, but you may only take the following actions: Help (your host), Influence (your host), Search, and Study. You may cast a spell or use a magical feature as long as it has a range of “self” and has no somatic or material components. (Your host may use their reaction to produce the material requirement for a spell, if they have access to it.)
Joined halflings can neither Split nor Resorb.
(This feature has diminishing returns, and it can get crowded in there.)
Pop.
Explode.