+1 size bonus to AC. Superior Agility * +1 Wis * Silent Speech. Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. Orange: OK options, or useful options that only apply in rare circumstances. Halflings average about 3 feet tall and weigh about 40 pounds. Dwarves get +2 Con. Ability Score Increase. 2. Skill Affinity (Jump): +2 racial bonus to Jump checks. They are elusive and do not welcome strangers to their lands. As such, there are three races in the 5e basic rules that make for an amazing cleric: the hill dwarf (although any dwarf is pretty good), variant human, and the wood elf. Hair: Black and straight. Because of their nomadic lifestyle, the ghostwise hin do not build permanent temples to the gods. There are a handful of races that have been printed in other official sourcebooks that have been reprinted in this resource. Some clans get on well with many groups of creatures living in or near their territory. The main reason halflings are great gunslingers though is their lucky ability. Clans that boast a company of nightgliders among their number often assign some of the mounted warriors the task of discouraging intruders from entering any ruins or dungeons located within the clan's chosen territory. They do their best to ensure that the hin treat the forest with the respect it deserves. You can speak telepathically to any creature within 30 feet of you. Many clans designate a natural feature – a distinctive rock, a lightning-struck tree, a stretch of a particular stream – as the center of their territory and base their wanderings on their relative distance from this place. Halfling Nimbleness. The Green Children, as the clerics of the Watchful Mother are called, encourage the ghostwise clans to maintain a harmonious relationship with their woodland home. GHOSTWISE HALFLINGS. The only permissible use of the tokens is when a member of the clan falls in battle. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. For their part, the wild elves respect the ghostwise desire for privacy and leave the clans to their own devices. Ghostwise Halfling Part of Eleazar’s D&D 5e Homebrew Race Compendium Lore For the official 3.5 Lore on this race, see Races of Faerun p 74. Halflings are short, nimble humanoids with an aptitude for sneaking. The creature understands you only if the two of you share a language. So, from Sword Coast Adventurer's Guide, the Ghostwise Halfling has the following subclass benefits. The ghostwise acknowledge and give due respect to all the deities in the halfling pantheon. Brains of Jello You have a +2 morale bonus on all saves vs. fear. Your size is Small. Dwarf. Many are barbarians, but rogues, druids, rangers, and clerics are also common. These wild, nearly feral halflings rarely leave the confines of the deep forests. Ghostwise halflings are incredibly rare psionic barbarians. Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language. Speed. The act of atonement – often a quest of other dangerous mission or errand – must be completed successfully before the halfling may obtain another portion of the clan's central feature. Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language. The creature understands you only if the two of you share a language. Personality Edit. The clan travels together as its leader directs. Blue: Fantastic options, often essential to the function of your character. Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language. GHOSTWISE HALFLINGS. Tundra Halfling Ability Adjustments: +2 Dex, -2 Str Favored Class (Ranger): A multiclass tundra halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Seeing as this equates to medium creatures and larger, it should apply to 80-90% of the creatures you face. TO this day, adventurers and travelers venturing through the great forest speak of the disturbing sounds they sometimes hear in the forest depths: quiet, somber chanting and drumming that rises and falls throughout the length of an evening in eerie counterpoint to the natural sound f the wood. Alignment. They do not experience as much wanderlust as the other halflings subraces. These will be applied after selecting the subrace in Arelith Entry area: Arelith Wiki is a FANDOM Games Community. Appearance Edit. Halfling. • Silent Speech. Multiple clans cooperate for the purpose of mutual defense when they are threatened by a common enemy, whether it be a band of destructive humanoids or a marauding band of trolls. +4 size bonus to Hide checks. Brave. They have an natural ability of hiding safely when sudden danger lurks nearby. Your base walking speed is 25 feet. They have ruddy skin and dark, usually black or brown, straight hair. Good Aim: +1 racial bonus to attack rolls made with throwing weapons. Alignment. Instead, they prefer to pursue a nomadic way of life within their adopted homeland, the Chondalwood, associating mainly with those of their own clan. Possibly one of the lesser-known races of Dungeons and Dragons is the Firbolg. Halflings are also Lucky and Brave, which are useful traits for any class. Each clan, however, tend to adopt one specific halfling deity as its patron and venerate that power above all others. Halfling Nimbleness. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealthchecks. The druids among Sheela's clergy are frequently at odds with the more aggressively militant druids dwelling in the Chondalwood and warn the clans that associating with such individuals could lead the ghostwise to commit the same grave error for which they are still trying to atone. Two deities are of special significance to the ghostwise: Sheela Peryroyl and Urogalan. Source PZO9280 • Brave. Like elves, halflings get +2 Dex. Firbolgs. Ghostwise halflings seem to resemble normal halflings. Indeed, the matriarchs and patriarchs who lead the clans often meet formally to discuss matter of mutual interest and importance. Age. Water genasi have a nice boos… This is not to say that all ghostwise halfling clans share identical racial likes and dislikes. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. They do not experience as much wanderlust as the other halflings subraces. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. Hill dwarves probably win the prize for absolute best race suited to being a cleric, as they get a bonus to wisdom and constitution; the ad… Lucky: +1 luck bonus to all saving throws. Ghostwise halflings have the ability to communicate telepathically with any creature within 30 feet that speaks the same language. As long as they have proficiency, they are great at fighting with Sai swords, nunchaku, and other monk weapons. Brains of Jello You have a +2 morale bonus on all saves vs. fear. This includes Sea Elf, Aarakocra, Aasimar, Firbolg, Genasi, Bugbear, hobgoblin, Goblin, Goliath, Orc (reprinted Eberron version over Volo’s Orc), Kenku, Tortle, and Tabaxi. The manifester level for this effect is equal to 1/2 the ghostwise’s level (minimum 1st). Superior Agility Besides physical appearance, Ghostwise have developed psionically far beyond their halfling cousins - all having the ability to communicate telepathically. https://deepingdale.fandom.com/wiki/Ghostwise_Halfling?oldid=6653. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language. Your base walking speed is 25 feet. Those hin without surviving family joined one of these groups. Halfling (Ghostwise) Halflings have a bonus to their Dexterity and picking the ghostwise subrace gets us the needed Wisdom boost. Personality Edit. Notes: Ghostwise Halfling is a subrace, please see the subrace system page for more information. They live generally into the middle of their second century. Druid. 1. Halflings average about 3 feet tall and weigh about 40 pounds. The wanderlust that is one of the most readily discernible traits of both the lightfoot and strongheart subraces still survives in the ghostwise, but on a more limited scale. In dealing with any nonhuman race, one of the first questions to ask is how are they different from humans? Your Dexterity score increases by 2. The hin don't know a great deal about the elves, and they don't want to. Certain clans, particularly those that have suffered because of the blundering of adventuring companies, sometimes attempt to prevent and further difficulty by intercepting and harassing expeditionary groups. Most halflings are lawful good. Clan territories very in size from less than fifty to several hundred square miles. If the halfling who makes the error is a cleric or druid, the penance is assigned by a representative of his faith. Special Abilities: Small Stature: +1 size bonus to attack rolls. The ghostwise hin clans cremate their dead rather than inter them. When it comes to race, players will want to look for a race that boosts their wisdom stat--it's the most important ability score a cleric can have. Your Wisdom score increases by 1. Each clan, however, tend to adopt one specific halfling deity as its patron and venerate that power above all others. The hin have learned through bitter experience that such expeditions frequently unleash havoc on the wood and any nearby clans in the for of whatever horrors were waiting quiescent beneath those ruins before being stirred up by adventurers. Personality Edit. Keen Hearing You have a +2 racial bonus on all Listen checks. AND Arboreals get -2 to attack and damage rolls when using metal weapons, which means, despite the class they choose, they will use not the full range of weapons without penalty. 3. You can speak telepathically to any creature within 30 feet of you. Despite their great abilities for stealth, wisplings chose to commonly wear bright colors in order to stand out in a crowd. You can move through the space of any creature that is of a size larger than yours. Rather, they maintain small shrines throughout the Chondalwood and they carry symbols of their clan's patron with them as they wander the reaches of the forest. For the Lotusden Halfling, the Cleric is a great option and the innate spellcasting can add some interesting druid options. W hen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Ghostwise halflings make excellent moon druids. Because of their nomadic lifestyle, the ghostwise hin do not build permanent temples to the gods. Encounters that cannot be avoided must be tolerated with as much patience as the clan can muster, and they do not bother to mask their distrust of outsiders. • Speed. These wild, nearly feral halflings rarely leave the confines of the deep forests. Most halflings are lawful good. Favored Class (Barbarian): A multiclass ghostwise halfling's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. You have advantage on saving throws against being frightened. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. Fantastic options, or saving throw, you can speak telepathically in this to! 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