Revision as of 10:43, 12 September 2022 by DavidMarsh (talk | contribs) (removing nbsp)

Requirements: Minimum CON 9, minimum DEX 9

Prime requisite: DEX and STR

Hit Dice: 1d6

Maximum level: 8

Armour: Any appropriate to size, including shields

Weapons: Any appropriate to size

Languages: Alignment, Common, Halfling

Halflings are small, rotund demihumans with furry feet and curly hair. They weigh about 60 pounds and are around 3’ tall. Halflings are a friendly and welcoming folk. Above all, they love the comforts of home and are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life.

Prime requisites: A halfling with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 13 or higher, the halfling gets a +10% bonus.


Halflings can use all types of armour, but it must be tailored to their small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

Defensive Bonus

Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).


Halflings have an uncanny ability to disappear from sight:

  • In woods or undergrowth, a halfling can hide with a 90% chance of success.
  • In dungeons, a halfling can hide in shadows or behind other forms of cover. The chance of success is 2-in-6. Hiding requires the halfling to be motionless.

Initiative Bonus (Optional Rule)

If using the optional rule for individual initiative (see Combat), halflings get a bonus of +1 to initiative rolls.

Listening at Doors

Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).

Missile Attack Bonus

Halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.


Any time a halfling wishes (and has sufficient money), they may build a stronghold, which will form the basis of a new community of halflings. Halfling communities—known as Shires—are typically located in gentle countryside of little rivers and rolling hills. The leader of the community is called the Sheriff.

Halfling Level Progression

Saving Throws
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.