Halfling

Halfliings are short, human-like creatures. Despite their small stature, they are descended from giants just like humans and goliaths. Halflings share many traits with humans, and are very versatile and short-lived like them, however unlike them, Halflings possess a deal of their own strange magic. Rather than being innate and direct, like many other races, Halflings' magic is usually subtle and subconscious, on a level of altering fate and luck.

Like Humans and goliaths, Halflings are occasionally born with special tattoo-like markings. These markings are rarer on Halflings, though no less effective, and every casino on Arclent knows to ban tattooed halflings before they lose every Crystal they've ever earned.

Halflings tend to exist in family units, not dissimilar to Goliaths and their tribes, though usually smaller. Halflings tend to wish to make lasting stories, leading to recklessly impressive behavior, and millennia-old stories of halfling barbarians like Roscoe Three-Stone.

Halflings as DnD Characters=

Halflings as DnD Characters
Halflings share the following traits, regardless of subrace;

Small Humanoid; Dexterity +2; 25 ft. Walking speed

Lucky. You possess Luck points equal to your level. You may use these points as ordinary luck points, to reroll an attack roll, skill check, or saving throw you make, or to force an attacking creature to reroll their attack roll against you.

Loremaker. You have advantage on saving throws against being magically frightened, and cannot be frightened through mundane means. In addition, your dreams are filled with grandeur of many different forms, and you are capable of interacting with the Messengers while you sleep.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. If you share the space of an ally, any creature which attacks you has disadvantage because of your ally's presence.

Heroic Halflings
Heroic Halflings find their luck reflected on all facets of existence. All of your Luck-based features which allow you to affect d20's may be used on any type of die or die roll, such as damage rolls and bardic inspiration dice.

In addition, when you use a Luck point to reroll a skill check, saving throw, or attack roll, you may roll 1d4 and add it to the roll.

Halfling Paragons
Halfing Paragons gain a special control over their luck, allowing them to share it with others. When one of your allies makes a roll which would be rerolled or altered due to one of your Luck-based features, you may use your reaction to allow their roll to benefit from your various luck-based features.

In addition, when you use a Luck point to reroll a skill check, saving throw, or attack roll, you may roll 1d6 and add it to the roll.

Epic Halflings
Epic Halflings find their luck returned 50-fold. Whenever you make a roll with advantage, you roll 3 dice, rather than two. If none of these show 10 or higher, you roll an additional die, until you roll a 10 or above. If you make a roll with disadvantage, you roll two dice as normal, however if the higher d20 showed a 20, you still use that roll.

In addition, when you use a Luck point to reroll a skill check, saving throw, or attack roll, you may roll 1d8 and add it to the roll.

Halflings are then split into the following Subraces;

Ghostwise
Silent Speech. You gain telepathy out to 30 feet.

Stonewalk. You may cast Meld Into Stone on yourself and any number of willing creatures connected to you by holding hands or through a similar method. When you do this, as long as you are connected to the other creatures you cast this spell on, you are capable of moving through the stone at a speed of 10 feet each round, requiring the actions, bonus actions, and movements of all creatures involved in this walk. While moving in this way, you gain tremorsense out to 1 mile.

Lightfoot
Comedically Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Tiny Ear to the Ground. You are proficient in Perception checks. In addition, you may use an action to gain advantage on any perception check.

Stout
Stout. You have advantage on saving throws against poison, and you have a Shield against poison damage equal to half your maximum hit points. You regain this Shield at the end of a short or long rest.

Toughy. You gain 1 additional hit point per hit die you possess.

Racial Variations and Mixing
Halflings are typically a friendly and charming group, of course they get down with other races. Let the following stand as guidelines to handling the results of that getting down.

General Rules
Unless otherwise stated, a Halfling's other ancestral features are usually subtle, and they cannot trade their "Lucky" or "Loremaker" features for anything. Loremaker is impossible to get rid of under any circumstances(Unless the offspring is something that cannot be considered a Halfling), and Lucky can only be removed if the Halfling becomes a Traitor to Annam, which can only be done through divine intervention or thick interactions with dragon's blood.

Beastkin Ancestry
Beastkin are widespread and also often charming, this mix is not uncommon. Halflings with Beastkin ancestry may trade any Halfling feature with appropriate beastkin features. If all subrace features are traded, then the halfling is particularly obvious in their ancestry, bearing many clear physical features of the other race. The features otherwise are quite subtle usually.

Dragonkin Ancestry
Though particularly rare, this does happen in some places. Due to the rough mixing of competing bloods(That is, it's obviously "A Halfling with some Dragon added" as opposed to a new thing completely), Halflings will never possess a Dragon's Heart, or indeed Dragon's Blood, unless through divine intervention. This would place them as Traitors to Annam if it did happen, though some are born this way, losing their "Lucky" feature and all other luck-based features, including their Hero, Paragon, and Epic features, with no other compensation. This is otherwise resolved as a Beastkin ancestry, though any feature reliant on blood is unavailable to the Halfling.

Dwarren Ancestry
While Giants and Dwarren were opponents, halflings are quite removed from their ancestors, and so it isn't particularly uncommon for Dwarren and Halflings to mix. Halflings with Dwarren Ancestry tend to be a bit shorter even than normal halflings, despite most Dwarren being taller than halflings. With no other cost, the Halfling may also access the Forge of Creation in a manner appropriate to the Dwarren ancestor. If this ancestry is recent or thick, then the halfling could replace any of it's features for appropriate Dwarren features, aside from Lucky or Loremaker, as detailed above. If their subrace is replaced by Dwarren features, the halfling is more squat than nimble, and their hair grows in very thick.

Melpominee Ancestry
The Melpominee are a mysterious race. Any Halfling descended from the Melpominee gains the following "Selective Occlusion" feature, and may replace a single Halfling feature with their choice of a Melpominee feature from any Melpominee, even if they aren't directly connected to that sort of Melpominee. The only feature which cannot be gotten in this way is Melpominee Occlusion.

Selective Occlusion. Magic cannot divine your melpominee ancestry or any melpominee you are connected to through blood through you.

Planar Ancestry
Planar Ancestry, as represented by the Planestouched, is not always so absolute as to override all other sources of existence. The blood of Annam runs thin in the halflings, however, and as such they are quite vulnerable to being overridden in this way. A halfling may replace any of their Halfling features, aside from Lucky or Loremaker, with the appropriate Planestouched features. If they were to be born as a Traitor to Annam, they could even replace their "Lucky" and "Loremaker" features for an appropriate "Soul" feature, though such a Halfling shouldn't really be called a Halfling anymore.

Variation: Annam's Favour(Legacy 1)
This isn't a strange ancestry, though a strange ancestry could be what awakened this. Annam's favour, or Birthrunes, manifest granting great power to a halfling. They are rare, and on a halfling they don't typically extend past the head, arms, and torso. If you are a marked Halfling, you gain the following features;

Annam's Favour. You gain additional points of Luck equal to twice your level, giving you a total of thrice your level. You may spend the points as normal, but you also learn the Bane, Bless, and Fortune's Favour spells. You may spend one, one, or two points of Luck respectively to cast these spells. When cast in this way, they require no components or concentration, as they are simply a natural extension of your luck.


 * -|Halflings as FATE Characters=Sample Stuff