Halfling
Small, nimble, and often barefoot, halflings can be found in bustling cities and pastoral countrysides in equal measure.
Ancestral Traits
Age
Halflings reach adulthood around the age of 20 and live about 150 years.
Speed
Walk 25 ft.Size
Small.Random Height and Weight
You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|
2' 7" |
35 lb. |
+ 2d4 |
× 1 lb. |
Split
Halflings can create duplicates of themselves.
Split. As an action, you may halve your current and maximum HP to create a duplicate of yourself. This duplicate is not a clone nor a simulacrum, it is you.
In combat, your duplicate appears adjacent to you and begins their turn immediately after yours.
Splitting does not duplicate equipment or clothing. Any magical effects targeting the splitting creature, such as Hex or Bless, transfer to one of the duplicates at the caster’s discretion. Any conditions affecting the splitting creature remain on one of the duplicates at the splitting creature’s discretion.
Split creatures draw from the same source of magical energy. Split creatures that were concentrating on a spell must all remain concentrating to maintain the effect.
Split creatures cannot rest.
Resorb. As an action, you may resorb into any duplicate you can touch. You add your current HP, maximum HP, and any levels of exhaustion to theirs. Any magical effects targeting you, such as Hex or Bless, transfer to the duplicate at the caster’s discretion. Any conditions affecting the resorbing creature do not transfer to the duplicate.
Reduce. When a duplicate dies, their counterparts gain one level of exhaustion. When the duplicates resorb (or when only one remains), their levels of exhaustion, current HP and maximum HP scores are added together. The resulting individual gains the stunned condition until they complete a long rest.
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.