Halfling

From Player's Handbook, page 26; Sword Coast Adventurer's Guide, page 110; Explorer's Guide to Wildemount, page 164; Eberron: Rising From the Last War, pages 43 and 44; and Wayfinder's Guide to Eberron, pages 98 and 100.

Traits
(Player's Handbook, page 26)

Your halfling character has a number of traits in common with all other halflings.


 * Ability Score Increase: Your Dexterity score increases by 2.
 * 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 their old ways.
 * Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Your height is 2'7&quot; with a modifier of +2d4. Your weight is 35 lbs. with a modifier of +(height roll) x 1.
 * Speed: Your base walking speed is 25 feet.
 * Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
 * Brave: You have advantage on saving throws against being frightened.
 * Halfling Nimbleness: 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.
 * Subraces: Choose one of several subraces for your halfling character.

Lightfoot
(Player's Handbook, page 26)


 * Ability Score Increase: Your Charisma score increases by 1.
 * Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout
(Player's Handbook, page 26)


 * Ability Score Increase: Your Constitution score increases by 1.
 * Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Ghostwise
(Sword Coast Adventurer's Guide, page 110)


 * Ability Score Increase: Your Wisdom score increases by 1.
 * Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Mark of Healing
(Eberron: Rising from the Last War, page 43)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.


 * Ability Score Increase: Your Wisdom Score increases by 1.
 * Medical Intuition: When you make a Medicine check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check
 * Healing Touch: You can cast the Cure Wounds spell with this trait. Starting at 3rd level, you can cast the Lesser Restoration spell once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
 * Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.

Wayfinder's Guide to Eberron
Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.


 * Ability Score Increase: Your Wisdom score increases by 1.
 * Medical Intuition: When you make a Medicine check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Healing Touch: As an action, you can draw power from your dragonmark to spend one of your hit dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can't use it again until you finish a short or long rest.

Mark of Hospitality
(Eberron: Rising from the Last War, page 44)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.


 * Ability Score Increase: Your Charisma Score increases by 1.
 * Ever Hospitable: When you make a Persuasion check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
 * Innkeeper's Magic: You know the Prestidigitation cantrip. You can also cast the Purify Food and Drink and Unseen Servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
 * Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.

Wayfinder's Guide to Eberron
Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.


 * Ability Score Increase: Your Charisma score increases by 1.
 * Innkeeper's Charms: You know the cantrips Friends and Prestidigitation. Charisma is your spellcasting ability for them.
 * Ever Hospitable: When you make a Persuasion check or an ability check involving brewer's supplies or cook's utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check.

Lotusden Halfling
(Explorer's Guide to Wildemount, page 164)

This subrace is designed for Wildemount settings. Check with your DM before using it in other settings.


 * Ability Score Increase: Your Wisdom score increases by 1.
 * Child of the Wood: You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Spike Growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
 * Timberwalk: Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.