¶ Halflings of Exandria
(Explorer's Guide to Wildemount)
Nearly every race i n Exandria has a n origin myth or two. The stories vary from realm to realm, but it's clear that Corellon the Arch Heart wove the elves from grass, Moradin the All-Hammer carved the dwarves from earth, and so on. Halflings across Wildemount have no such stories, and no faiths tell of their god creating the small folk. Some speculate that Avandra the Change Bringer placed halflings in the world, but despite some of Ioun's most devout priests petitioning their god to reveal the truth of the halflings' creation, the Knowing Mentor has remained infuriatingly coy on the topic.
For their part, halflings in the Dwendalian Empire and the Menagerie Coast don't much care where they came from. All they know is that they walked out of a hole in the ground one day to find a beautiful world spread out before them. Some longed to explore to that world's farthest horizons, while others were content to gaze upon the beauty of the same sunrise each morning. Plenty of halflings have joined the Cobalt Soul over the years in desperate search of answers to the world's big questions-where did we come from, and where are we going? But most halflings are content to leave the questions of past and future well enough alone, simply living in the present.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
- 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 base walking speed is 30 feet.
- Lucky. When you roll a 1 on the d20 of a d20 test, you can reroll the die. You must use the new roll.
- Brave. You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.
- 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.
- Subrace. In addition to the normal options, you may also choose the following subrace:
Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.
- Children of the Woods. You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subrace).
- Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.