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.
Restrictions: Halflings cannot wield great axes, pole arms, two-handed swords, mauls, flails, 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 as most are content to live a quiet life, cultivating their homes and fields while enjoying good food and drink. They 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 | Knave | 0 | 1d6 | +0 | +2 / 1d4 |
| 2 | Footpad | 2000 | 2d6 | +1 | +2 / 1d4 |
| 3 | Robber | 4000 | 3d6 | +2 | +3 / 1d6 |
| 4 | Burglar | 8000 | 4d6 | +2 | +3 / 1d6 |
| 5 | Cutpurse | 16,000 | 5d6 | +3 | +4 / 1d8 |
| 6 | Sharper | 32,000 | 6d6 | +3 | +4 / 1d8 |
| 7 | Pilferer | 64,000 | 7d6 | +4 | +5 / 1d10 |
| 8 | Scoundrel | 125,000 | 8d6 | +5 | +5 / 1d10 |
| 9 | Rogue | 250,000 | 9d6 | +6 | +6 / 1d12 |
| 10 | Master-Thief | 500,000 | 10d6 | +7 | +6 / 1d12 |
HALFLING SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +5 | +4 | +3 | +3 | +0 |
| 2 | +5 | +4 | +4 | +4 | +0 |
| 3 | +6 | +5 | +5 | +5 | +1 |
| 4 | +6 | +5 | +5 | +5 | +1 |
| 5 | +7 | +6 | +6 | +6 | +2 |
| 6 | +7 | +6 | +6 | +6 | +2 |
| 7 | +8 | +7 | +7 | +7 | +3 |
| 8 | +8 | +7 | +7 | +7 | +3 |
| 9 | +9 | +8 | +8 | +8 | +4 |
| 10 | +9 | +8 | +8 | +9 | +5 |
Special Features
Defense Bonus: A halflings gets a +2 bonus to their AC against creatures larger than a human.
Initiative: A halfling adds their knack to initiative rolls.
Knack: Halflings have a natural knack for certain activities during an adventure, gaining a special bonus to some rolls. The halfling adds their knack bonus to checks to pick pockets, sneak, hide, listen for feint noises, and notice hidden features.
Luck: Fortune favors the bold. Once per day, a halfling can add their Luck Die to any ability check, saving throw, or damage roll.
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.

