Halflings are a quaint and reserved people who build simple homes in pastoral hills near forests and rivers. They’re about 3’ tall, with large furry feet and a small stature that makes them naturally stealthy and nimble. They record large family trees and enjoy mealtime, parties, and festivities. They are generally peaceful and keep to themselves, but have the occasion inkling for adventure. In these cases, they make for agreeable road companions, and are highly sought after for their skills as burglars.
Hit Dice: Halflings gain +1d6 hit die per level.
Requirements: A character must have a Dexterity of 11+ and a Constitution of 11+ to qualify for the halfling class.
Restrictions: cannot wield bastard swords, flails, great axes, pole arms, two-handed swords, mauls, or longbows. They can wield battle axes, swords, and morningstars, but only with two-hands. They can use shields and wear any armor, but the armor must be tailored to their small stature to fit properly.
Alignment: Halflings are almost always neutral since most are not concerned with grand causes or the struggle of law and chaos, only with the peace and comfort of their own communities. Lawful halflings are uncommon but may be found as village sheriffs or in similar positions of authority. Chaotic halflings are rare, but will usually be outcasts, scoundrels, bandits, or outlaws.
HALFLING EXPERIENCE LEVEL TABLE
| Level | Title | XP | HD | Attack Bonus | Knack / Luck |
| 1 | Scamp | 0 | 1d4 | +0 | +2 / 1d2 |
| 2 | Rascal | 1500 | 2d4 | +1 | +2 / 1d2 |
| 3 | Hellion | 3000 | 3d4 | +1 | +3 / 1d4 |
| 4 | Miscreant | 6000 | 4d4 | +2 | +3 / 1d4 |
| 5 | Drifter | 12,000 | 5d4 | +2 | +4 / 1d6 |
| 6 | Freebooter | 24,000 | 6d4 | +3 | +4 / 1d6 |
| 7 | Wanderer | 48,000 | 7d4 | +3 | +5 / 1d8 |
| 8 | Vagabond | 100,000 | 8d4 | +4 | +5 / 1d8 |
| 9 | Rapscallion | 200,000 | 9d4 | +4 | +6 / 1d10 |
| 10 | Reeve | 300,000 | 10d4 | +5 | +6 / 1d10 |
| 11 | Jack | 400,000 | 11d4 | +5 | +7 / 1d12 |
| 12 | Thain | 500,000 | 12d4 | +6 | +7 / 1d12 |
HALFLING SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +5 | +2 | +3 | +3 | +2 |
| 2 | +5 | +2 | +3 | +3 | +2 |
| 3 | +6 | +3 | +4 | +4 | +3 |
| 4 | +6 | +3 | +4 | +4 | +3 |
| 5 | +7 | +4 | +5 | +5 | +4 |
| 6 | +7 | +4 | +5 | +5 | +4 |
| 7 | +8 | +5 | +6 | +6 | +5 |
| 8 | +8 | +5 | +6 | +6 | +5 |
| 9 | +9 | +6 | +7 | +7 | +6 |
| 10 | +9 | +6 | +7 | +7 | +6 |
| 11 | +10 | +7 | +8 | +8 | +7 |
| 12 | +10 | +7 | +8 | +8 | +7 |
Special Features
Defense Bonus: A halflings gets a +2 bonus to their AC against creatures larger than a human.
Initiative: A halfling adds +1 to initiative rolls.
Knack: Halflings have a natural knack for certain activities and are capable of performing some special actions when adventuring. A halfling’s knack bonus starts as +2 at 1st level, increasing to +3 at 3rd, +4 at 5th, +5 at 7th, +6 at 9th, and +7 at 11th.
- Awareness: Halflings have keen senses and add their knack bonus to their awareness score.
- Climb: Halflings are nimble climbers and add their knack bonus to checks for climbing.
- Pick Pockets: On a successful dexterity check, the halfling can steal things off of another creature without them noticing. Failure means the halfling is unable to grab the object. If the roll is failed by a margin of 5 or more, the attempt is noticed by the target. The halfling’s knack bonus is added to these rolls.
- Stealth: Thieves are exceptionally sneaky and add their skill bonus to their stealth score.
Luck: Fortune favors the bold. Once per day, a halfling can add their Luck Die to any ability check, saving throw, or damage roll. The halfling’s Luck Die starts as d2 at 1st level, then increases to d4 at 3rd level, d6 at 5th level, d8 at 7th level, d10 at 9th level, and d12 at 11th level.
Missile Bonus: A halfling gets a +1 bonus to attacks with missile weapons (including thrown weapons).
At 9th Level: If the halfling controls a stronghold, they attract 5d6x10 knaves to serve as a ring of thieves.

