Such tokens might take the form of clay vials filled with stream water, small leather pouches filled with dirt from a specific spot, small bits of rock broken from a boulder and worn as a necklace, or even bits of tree bark carried in the hollowed end of a deer's antler. Ghostwise Halfling Ability Adjustments: +2 Dex, -2 Str Favored Class (Barbarian): A multiclass ghostwise halfling's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. This includes Sea Elf, Aarakocra, Aasimar, Firbolg, Genasi, Bugbear, hobgoblin, Goblin, Goliath, Orc (reprinted Eberron version over Volo’s Orc), Kenku, Tortle, and Tabaxi. Racial Abilities: Ability Score Modifiers +2 Dexterity, -2 Strength; Cannot take the Uncanny Luck option. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Halflings are short, nimble humanoids with an aptitude for sneaking. Halfling Nimbleness: Hafling Nimbleness allows you to move through an enemy’s space, even if they’re only a size larger than you. • Silent Speech. You can speak telepathically in this way to one creature at a time. Brains of Jello You have a +2 morale bonus on all saves vs. fear. The Explorer’s Guide to Wildemountincludes descriptions of the traditional races of Dungeons & Dragons and how to are incorporated into the different societies of Wildemount. Keen Hearing You have a +2 racial bonus on all Listen checks. There is ample room in the vast forest for all the ghostwise halfling clans, and so their territories are only loosely defined. Your base walking speed is 25 feet. Halflings are small humanoids renowned simultaneously for their simple agrarian lifestyle and their incredible bravery in the face of danger. 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. The Ghostwise Halflings are a relative new addition to the galaxy, reappearing shortly after the war that caused the downfall of the Black Horde. Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. -Halflings get +1 bonus on attack rolls with slings (the same as the Weapon Focus: Sling Feat, which they can still take to stack with this ability). Age. Some clans carry a tiny portion of this central feature with them as they travel, to reinforce their spiritual connection with their territory and their homeland. The clan travels together as its leader directs. 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. Racial Abilities: Ability Score Modifiers +2 Dexterity, -2 Strength; Cannot take the Uncanny Luck option. Your Dexterity score increases by 2. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. Hair: Black and straight. They live generally into the middle of their second century. Halflings average about 3 feet tall and weigh about 40 pounds. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. Among these clans, such tokens are considered a sacred charge: To lose or misplace one is a mistake requiring that the transgressor atone in a manner designated by the clan leader. 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. Halfling. GHOSTWISE HALFLINGS. Ghostwise halflings make excellent moon druids. Besides physical appearance, Ghostwise have developed psionically far beyond their halfling cousins - all having the ability to communicate telepathically. Because of their nomadic lifestyle, the ghostwise hin do not build permanent temples to the gods. Skill Affinity (Jump): +2 racial bonus to Jump checks. Your Wisdom score increases by 1. 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. The creature understands you only if the two of you share a language. Halfling Traits A halfling's nimbleness is one of their greatest assets, allowing them to dart between the legs of the taller folk to give them an edge in a fight. They do not experience as much wanderlust as the other halflings subraces. For the Ghostwise Halfling your best bet is a trickery cleric with rogue-like skills, but you may do fine in other domains so long as you can avoid using weapons. +1 size bonus to AC. The Ghostwise Halfling grants a bonus to Dexterity, Wisdom, and the ability to speak telepathically. You can move through the space of any creature that is of a size larger than yours. Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language. The ghostwise acknowledge and give due respect to all the deities in the halfling pantheon. The ghostwise are easily the most uncommon of the three subraces of halfling living in Faerun. Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. Each clan of ghostwise halflings has adopted a segment of the Chondalwood as its territory. 4. Ability Score Increase. Halflings are dexterous and swift humanoids with quick reflexes. Superior Agility The hin do sometimes seek out adventuring parties that enter the Chondalwood, however, particularly those that seem intent on exploring one of the many old Chondathan ruins that have been swallowed up by the ever-expanding forest. Ghostwise halflings have all the halfling racial traits given in Chapter 2 of the Player's Handbook (pp. Because of their nomadic lifestyle, the ghostwise hin do not build permanent temples to the gods. This skill is particularly useful if you’re a Rogue, Monk, or other melee class. Many are barbarians, but rogues, druids, rangers, and clerics are also common. To do so would be an unforgivable offense against the clan's honor. Psionic Aptitude: When a ghostwise takes a level in a favored class, it can choose to gain an additional power point instead of a … Wood elves are the least surprising race on the list, having been widely recognized as a race perfect for rangers, druids, and even rogues; they've got a fantastic +2 bonus to dexterity and +1 to wisdom, increased movement speed, and their signature Mask of the Wild ability. Personality Edit. Halflings average about 3 feet tall and weigh about 40 pounds. Halfling Nimbleness. 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. Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. Like elves, halflings get +2 Dex. When considering the best race for playing a druid, there are several options to consider: wood elves, water genasi, ghostwise halflings, variant humans, and firbolgs all make an outstanding start to a druidic build. You can speak telepathically to any creature within 30 feet of you. Many ghostwise halflings are barbarians, but rogues, druids, rangers, and clerics are also common. These wild, nearly feral halflings rarely leave the confines of the deep forests. https://deepingdale.fandom.com/wiki/Ghostwise_Halfling?oldid=6653. Red: Bad, useless options, or options which are extremely situational. 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. Skill Affinity (Listen): +2 racial bonus to Listen checks. This racial trait replaces halfling luck. Ghostwise Psionics: Ghostwise gain the following psi-like ability: 1/day—Mindlink. There are a handful of races that have been printed in other official sourcebooks that have been reprinted in this resource. Halflings are renowned for their staunch bravery, as well as their considerable luck. They do not experience as much wanderlust as the other halflings subraces. Despite their great abilities for stealth, wisplings chose to commonly wear bright colors in order to stand out in a crowd. Unlucky Halfling: These halflings take a –1 penalty on saving throws but also gain a +1 racial bonus to the caster level and save DC of all curse spells and spell-like abilities. 3. 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. Personality Edit. Appearance Edit. For the Lotusden Halfling, the Cleric is a great option and the innate spellcasting can add some interesting druid options. Orange: OK options, or useful options that only apply in rare circumstances. 15) except as follows: Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The ghostwise hin clans cremate their dead rather than inter them. While it is … Strange and reclusive, they form close-knit communities because of their telekinetic talents and are uncomfortable with strangers. Some clans get on well with many groups of creatures living in or near their territory. 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. I would love to use DND Beyond, but my only character is a ghostwise halfling :/ The Ghostwise Halfing is in the system, it just needs to be unlocked with a purchase. Take your favorite fandoms with you and never miss a beat. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. The manifester level for this effect is equal to 1/2 the ghostwise’s level (minimum 1st). The only permissible use of the tokens is when a member of the clan falls in battle. Those hin without surviving family joined one of these groups. Willfully destroying a clan token is a grievous crime, punishable by exile (a fate far worse than death in the culture of the ghostwise halflings). They do their best to ensure that the hin treat the forest with the respect it deserves. No ghostwise halfling will, under any circumstances, abuse or attack a guest who has the sanction of the clan matriarch or patriarch.