Halfling 5e Guide
What is this guide?
This guide is meant to give you an estimate of whether or not the Halfling will be good for your quality build .
The color code below has been implemented to help you identify, at a glance, how good that choice will be for your Halfling. This tinge coding international relations and security network ’ thyroxine a hard and fast rule ; there are enough of sub-optimized options out there that will be feasible to your party and will be fun to play .
- Black is a trait shared by many races and or will not impact the potency of your fictional character build
Reading: Halfling 5e Guide
- crimson isn’t going to contribute to the effectiveness of your character build at all
- orange is an OK option
- green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha’s Cauldron of Everything Update
Tasha ‘s Cauldron of Everything has added the “ Customizing Your origin ” option that may affect the ability score increases, languages, and proficiencies in this guidebook. To read more about this, visit our D & D Race Guide .
What are halflings?
Halflings are light, hardy creatures that tend to find a balance in stature between the bulky dwarves and the thinly, wiry gnomes .
Halflings are a well-natured bunch and enjoy the simple pleasures in liveliness. They love to spend their time in the quiet land of their shires or the community among their band of adventurers. Most halflings strive for nothing more than a cozy open fire and well-cooked meal shared with friends and family, then finishing off the night with a glaze ( or 6 ) of all right wine .
Because of their kind and cheerful nature, halflings take life as it is given to them and rarely strive for wealth or world power. A halfling bring into the world of gamble normally does so to protect the ones they love or out of bluff curio .
Ability Score Increase : +2 DEX is an extremely coarse ASI array but is besides a great choice for Rogues, Monks, and early classes that rely on lightly armor or ranged attacks .
Age : Halflings mature by 20 and live to around 150
Alignment : The Halflings ’ kind nature makes most of the race list towards lawful good .
Size : Halflings are modest creatures, averaging out at 3 feet tall. Being a small animal surely has its ups and downs. Upside you get to use medium creatures as mounts and can move through the space of creatures that are big size or bigger. The downside is you have disadvantage grappling/shoving and using clayey weapons. little creatures besides more frequently than not have a reduced speed .
Speed : 25ft walk is subpar when compared to most medium creatures. This may not cause a massive bustle in most situations, but when in chases or retreats the extra 10ft per hyphen is surely missed .
Lucky : Rerolling 1 ’ s on attack rolls, ability checks, or saving throws is amazing. now there is only a 0.25 % luck of crit fail ( but you will distillery manage it somehow ) .
Brave : advantage on saving throws against Frightened is another solid racial trait. frightened conditions are reasonably common, specially if your campaign is heavy on dragons .
Halfling Nimbleness : Hafling Nimbleness allows you to move through an enemy ’ s space, even if they ’ re only a size larger than you. Seeing as this equates to medium creatures and larger, it should apply to 80-90 % of the creatures you face. This skill is particularly useful if you ’ re a Rogue, Monk, or other melee class .
Languages : Common and Halfling .
Ability Score Increase : +1 WIS is a decent boost for Druids, Monks, Rangers, or light armor Clerics that are picking the class up for the +2 DEX and the racial traits .
Languages : Replacing your known languages for less useful languages won ’ triiodothyronine be much help .
Silent Speech : Being able to telepathically communicate with friends and foes is a solid ability and will help you get out of enough of jams .
Ability Score Increase : +1 CHA makes this a reasonable choice for CHA based casters, particularly if they will be using the +2 DEX for more than light armor .
Naturally Stealthy : Using your party or other creatures for cover charge opens up amazing opportunities for bonus action hiders like Rogues .
Ability Score Increase : +1 WIS is a courteous boost for Druids, Monks, Rangers, or unaccented armor Clerics that are picking the class up for the +2 DEX and the racial traits.
Child of the Wood : 3 solid bonus spells that provide a courteous utility promote to any class, flush a Druid who will gain access to all of these spells but can use the supernumerary prepare slots for more situational spells .
Timberwalk : Being harder to track and ignoring difficult terrain made of plants might be utilitarian once or twice in an average campaign .
Mark of Healing Halfing
Ability Score Increase : +1 WIS is a nice promote for Druids, Monks, Rangers, or light armor Clerics that are picking the class up for the +2 DEX and the racial traits .
Medical Intuition : due to the abundance of low-level healing charming and mend potions, medicine checks are very rare in D & D 5e .
Healing Touch : remedy Wound and Lesser Restoration are both spells that will sanely cast every short stay. Clerics or healing based Druids may scoff at these negligible extra enchantment slots but classes with fewer while slots or no access to healing magic may be interest .
Spells of the Mark : Most of the fourth dimension, Spells of the Mark are great lend utility and this font is no different. The list focuses chiefly on healing spells, so this would be a solid pick for a non-healer Druid that wants to help support their party a snatch more .
Mark of Hospitality Halfing
Ability Score Increase : +1 CHA makes this a fair choice for CHA based casters, particularly if they will be using the +2 DEX for more than light armor .
Ever Hospitable : I love the relish of adding a d4 to Persuasion checks that involve brew or cook supplies. This could be a great foundational man of RP for a character while remaining useful adequate to use through most of the political campaign .
Innkeeper’s Magic : nice bit of excess relish, but none of these spells will come up a unharmed fortune ( unless you actually intend to run an Inn ) .
Spells of the Mark : These spells, a lot like the Innkeerp ’ s Magic spells focus on season over meaning .
Ability Score Increase : +1 CON is a decent bonus. Every class needs a bit of CON, so picking it up as part of your race will allow you to buff your core ability modifiers more when point buy .
Stout Resilience : advantage on saving throws against poison and resistance to poison will surely come up during a game a copulate of times .
Which classes are best for halflings?
Artificer : nothing here for an Artificer .
Barbarian : The +2 to DEX and +1 to CON provided by the Stout Halfling may make adequate of a case to use it for a savage build. Lucky doesn ’ triiodothyronine hurt either .
Bard : +1 to CHA and +2 to DEX is an attractive array for Bards. The rest of the racial abilities, whether you choose MoH or Lightfoot are icing on the patty .
Cleric : +2 DEX and +1 WIS is a solid begin for light armor Clerics .
Druid : +2 DEX and +1 WIS is a solid start for Druids .
Fighter : +2 DEX and +1 CON, is a great starting signal for a DEX based Fighter build up. Lucky is peculiarly helpful because of all the attack rolls you will be making .
Monk : +2 DEX and +1 WIS is the ideal begin array for Monks. Lucky will help you arsenic much as Fighters because of all the melee attacks you ’ ll be making and Halfling Nimbless will allow you to move freely around the battlefield .
Paladin : Paladins very want to be focusing more on STR, CON, and CHA more than the Halflings ASIs provide .
Ranger : +2 DEX and +1 WIS is the ideal begin array for Rangers. Lucky will help you with your attacks and you can ride your animal maestro company into conflict ampere long as it ’ s a average creature or larger. Rogues besides LOVE the Light
Rogue : +2 DEX is precisely what Rogues are looking for. Halfling nimbleness will help you move around the battlefield and Lucky will help make certain you don ’ triiodothyronine crit fail on your furtive Attacks. +2 DEX and +1 WIS is the ideal startle array for Monks. Lucky will help you arsenic much as Fighters because of all the melee attacks you ’ ll be making .
Sorcerer : merely a +1 to CHA will make Halflings a hood choice for Sorcerers.
Warlock : entirely a +1 to CHA will make Halflings a ruffianly choice for Warlocks .
Wizard : No INT for Wizards .
Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
He is the author of Mike Bernier is the run capacity writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the regular hobo camp of houseplants that have invaded his theater. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in fictional character initiation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter