The halfling henchmen in my game are leveling up and I need a custom race/class. This is based off Eberron halflings (they ride dinosaurs) a couple centuries after an apocalyptic event that drove them (and the dinosaurs) underground.
HALFLING CUSTOM CLASSES
The halflings of the Talenta Plains barely survived the great Separation. Mistrusting the rulership of New Cyre, they refused mass migration into the former Mournland and instead disappeared (along with their dinosaur herds) into the great fissures that opened up in their homeland. Now they live deep within the earth and only recently they begun to send exploration teams to seek paths to the surface.
Requirements
All Halfling classes require a minimum dexterity score of 9 or better in addition to their other requirements.
Class Category Values
Arcane: Halfling classes may not put any points into the Arcane category.
Divine: Halfling classes may not put any points into the Divine category, but they may put points into the Shaman category instead. (Shaman is a custom magic type - I'm still working out the specifics).
Hit Dice: Halfling classes may not put more than one point into the Hit Dice value.
Fighting: Due to their small stature, halflings can never use two-handed swords or longbows, regardless of their fighting value. Halflings with narrow or broad weapon selections must include blowguns, slings, and daggers among their selections.
Halflings Value
Value |
Halflings |
XP Cost |
4 |
Halfling 2 + Shaman 2 |
700 |
3 |
Halfling 2 + Shaman 1 |
450 |
2 |
Halfling 2 |
200 |
1 |
Halfling 1 |
125 |
0 |
Halfling |
0 |
When building a Halflings custom class, assign between 0 and 4 build points to the class’s Halfling Value. At Halfling 0, all Halflings gain the following custom powers:
- Small of Stature: Halflings are significantly smaller and shorter than most humanoids. Their maximum carrying capacity at each level of encumbrance is reduced by 20% compared to a human. Additionally, their base exploration speed is reduced by 30’ when wearing armor heavier than chain mail.
- Naturally Stealthy: Opponents get -1 on surprise rolls.
- We Make Our Own Luck: Halflings gain a +1 bonus on all saving throws as well as a +1 bonus on initiative rolls (not when casting spells)
Additional points allocated to the Halflings Value provide the following progression of benefits:
Halfling 1: A halfling value of 1 grants the following additional abilities:
- Nimble: The class receives a +1 bonus to AC when wearing armor no heavier than leather. The bonus increases by one point at 7th and again at 13th level.
- Fearless: Halflings have learned how to tame velociraptors. You think they’re afraid of you? Halflings at this value are immune to magical fear.
- Tracking: As the proficiency.
Halfling 2: A halfling value of 2 gives the class the powers listed above, plus the beast friendship proficiency. Members of the class gains an additional +2 bonus to reaction rolls with dinosaurs so long as the character is wearing his or her totem mask.
Halfling 3: A halfling value of 3 increases the class’s effective rank in the Shaman category by 1 for all purposes, in addition to the powers above.
Halfling 4: A halfling value of 4 increases the class’s effective rank in the Shaman category by an additional 1, and retains the powers listed above.
Experience Point Progression after 8th Level
Halflings using the fighter or thief saving throw progression increase the amount of experience required to gain each level after 8th by 5,000. Halflings using the shaman progression increase the amount of experience required to gain each level after 8th by 15,000.