Overview
At a glance
- Size
- Small
- Speed
- 25 ft
- Darkvision
- None
- Ability scores
- +2 Dex, plus +1 Cha (Lightfoot) or Con (Stout)
- Best subrace
- Lightfoot for rogues and bards
SkirmisherScoutFace
Under the 2014 rules your race sets your ability score increases, and every halfling gets +2 Dexterity. That covers AC, initiative and attacks for any Dexterity build, from rogues to archers.
The traits are quietly strong. Lucky rerolls every natural 1 on an attack, check or save. Brave gives Advantage against fear, and Halfling Nimbleness lets you move through the space of anything bigger than you. The subrace adds Charisma and better hiding (Lightfoot) or Constitution and poison resistance (Stout).
Thrain's take
Lucky does not look like much on paper. Then the halfling rolls a 1 on the save against the dragon's breath, rerolls it, and walks out of the fire. I have watched a Lightfoot rogue hide behind the paladin for six sessions straight. The paladin did not mind.
Strengths
- +2 Dexterity for any Dexterity class
- Lucky: reroll a natural 1 on attacks, ability checks and saves
- Brave: Advantage on saves against being frightened
- Lightfoot can hide behind any creature bigger than it
Weaknesses
- 25-foot speed
- Small: Disadvantage on attacks with heavy weapons
- No Darkvision
Halfling Traits
Ability Score Increase
+2 Dexterity. Your subrace adds +1 Charisma (Lightfoot) or +1 Constitution (Stout).
Brave
Advantage on saving throws against being frightened.
Halfling Nimbleness
You can move through the space of any creature larger than you. Slip past the ogre blocking the corridor.
Lucky
When you roll a 1 on the d20 for an attack roll, ability check or saving throw, reroll it and use the new roll. It works on every roll, with no limit per day.
Halfling Subraces, Rated
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Lightfoot
+1 Charisma and Naturally Stealthy: you can try to hide behind any creature at least one size bigger than you, including your own party. Made for rogues and bards.
Legendary
Stout
+1 Constitution, Advantage on saves against poison and resistance to poison damage. Tougher, and better for rangers, fighters and monks. Player's Handbook.
Epic
The Lightfoot is in the SRD and its traits are below. The Stout comes from the Player's Handbook. The Sword Coast Adventurer's Guide adds the ghostwise halfling, with +1 Wisdom and short-range telepathy; ask your DM before you plan around it.
Ability Score Increase
+1 Charisma, for a bard, warlock or rogue who does the talking.
Naturally Stealthy
You can try to hide when you are obscured only by a creature at least one size larger than you. A rogue's Cunning Action lets you hide behind the fighter every single turn.
Best Classes for a Halfling
Rogue (Lightfoot)
+2 Dexterity, Lucky on your one big attack each turn, and Naturally Stealthy plus Cunning Action to hide almost anywhere for Sneak Attack.
Legendary
Bard (Lightfoot)
Dexterity for AC, +1 Charisma for spells, and Lucky on the skill checks a bard makes all day.
Epic
Ranger (Stout)
+2 Dexterity for the bow, Constitution and poison resistance for staying power. Wisdom has to come from the array.
Epic
Monk (Stout)
Dexterity for AC and attacks; monk weapons are never heavy, so being Small costs nothing. No Wisdom bonus.
Rare
Fighter
A Dexterity fighter with a bow or rapier, and Lucky on every attack. Skip the greatsword.
Rare
Warlock (Lightfoot)
+1 Charisma and good AC in light armor. Half-elf or tiefling gives more Charisma.
Rare
Sorcerer (Lightfoot)
Lucky on concentration saves, Dexterity for AC and a little Charisma.
Rare
Wizard
Lucky on concentration saves and Dexterity for
Mage Armor
Mage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., but no Intelligence.
Uncommon
Cleric
Dexterity for a medium-armor cleric and Brave for the front line. No Wisdom on PHB subraces.
Uncommon
Druid
Dexterity for AC in leather or hide. No Wisdom on PHB subraces.
Uncommon
Paladin
No Strength, and a Small paladin cannot use heavy weapons well.
Common
Barbarian
No Strength, and Disadvantage with the greataxe.
Common
Racial Feats for Halflings
Xanathar's Guide to Everything adds feats only some races can take. If your table uses it:
- Bountiful Luck: when an ally within 30 feet that you can see rolls a 1 on an attack, check or save, use your reaction to let them reroll. Shares your Lucky with the party.
- Second Chance: +1 Dexterity, Constitution or Charisma. When a creature you can see hits you with an attack roll, use your reaction to make it reroll. Great on a rogue or bard who gets caught in melee.
- Squat Nimbleness (dwarves and Small races): +1 Strength or Dexterity and 5 more feet of speed.
From the Player's Handbook, the Lucky feat pairs well with the Lucky trait, and Sharpshooter suits a halfling archer.
Halfling Builds
StealthThe Lightfoot Thief
- Race
- Lightfoot Halfling
- Subclass
- Thief (level 3)
- Expertise
- Stealth, Sleight of Hand
8STR
17DEX
14CON
10INT
13WIS
13CHA
Shoot, then hide behind the nearest ally with Cunning Action. Next turn you attack from hiding with Advantage and Sneak Attack. From level 3, Fast Hands lets you use items as a bonus action.
Build this halfling
Free to start. No card needed.
SupportThe Lucky Bard
- Race
- Lightfoot Halfling
- Subclass
- College of Lore (level 3)
- First spells
Vicious Mockery
Vicious MockeryEnchantment cantripCastingActionRange60 feetDurationInstantaneousSaveWisdomYou unleash a string of insults laced with subtle enchantments at a creature you can see within range.,
Healing Word
Healing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.,
Faerie Fire
Faerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw.
8STR
16DEX
13CON
10INT
12WIS
16CHA
16 Dexterity and 16 Charisma at level 1: good AC in leather armor and strong spells. Lucky saves the skill check the party is counting on.
Build this halfling
Free to start. No card needed.
Halfling FAQ
Is the halfling good in D&D 5e?
Yes, for Dexterity classes. Under the 2014 rules every halfling gets +2 Dexterity, Lucky, Brave and Halfling Nimbleness. Lightfoot is one of the best races for a rogue. There is no Darkvision, and being Small rules out heavy weapons.
What is the best class for a halfling?
Rogue, with a Lightfoot halfling. +2 Dexterity, +1 Charisma and Naturally Stealthy let you hide behind your own allies every turn. Bard is close behind.
Lightfoot or Stout: which is better?
Lightfoot for rogues, bards and other Charisma classes. Stout for rangers, fighters and monks who want Constitution and poison resistance.
How does halfling Lucky work in 5e?
When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you reroll it and must use the new roll. There is no limit on how often it works.
Take your halfling into a campaign
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This guide includes material from the System Reference Document 5.1
by Wizards of the Coast LLC, licensed under the
Creative Commons Attribution 4.0 International License.
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