Halflings of Dungeon World
The halflings found on Dungeon World are some of Topside’s most enthusiastic residents. Rarely did they end up adrift in the Astral Sea due to circumstances of their own making. Due to this, they often crave a chance to build a new stable life in the pocket plane. The kinds of adventure-filled scenarios that lead to planar travel sit at odds with the common halfling culture of centering routine and comfort. Yet, there is often something buried in a halfling’s family ancestral lore that inspired them to make one simple decision that upended everything. Halfling players should roll 1d6 to find out what piece of family history momentarily spurred them on to take a chance:
An heirloom from home has survived your time in the Astral Sea. Roll 1d6 to discover what comfort from home you still carry with you:
- Fey Touched- It is said that your great-great-great-great-grandparent took a fey spouse. Members of your family are often taller than most halflings (up to a towering 4” in height!) and sparser in hair upon the feet. They often can get caught up in a fey-like curiosity unbecoming of a halfling. You know the Elven language but have a -1 to reaction rolls from other halflings due to your off-putting elf-like character.
- Dwarf Friend- The rumor has long stood that your family line contains a trace of dwarven ancestry. Family members say this lineage is the source of their uncommonly physical stoutness and quiet industriousness. They also can grow miraculously luscious sideburns, the envy of many a halflings. Candle light and similarly dim light sources allow you to see as if it is torch light. These dwarven qualities give you a -1 to reaction rolls with goblins as this similarly to their loathed enemies is abrasive to them.
- Haunted- Your ancestral home was haunted. That a forebearer refused to leave the mortal plane after expiring lead to claims that your line was unlucky. This connection to the spirit-realm has made your family member more attuned to it granting a 2-in-6 chance of detecting invisible things within 30’. You are, however, a bit of an undead magnet. When all things are equal, aggressive undead have a 2-in-6 chance of choosing to target you over your companions.
- From Another Shire- One of your parents was not from the shire you grew up in. They were seen as possessing a wanderlust uncommon to the community and were never fully accepted as a result. Gain a random bonus language but only roll 2d6 for starting equipment.
- Mistaken for a Burglar- Your family is as average as a halfling family could be: tight-knit bonds, thick hair atop their feet, and an undeserved reputation for being burglars. That reputation led to a progenitor being recruited into an adventuring party against their will. Choose to increase either their dungeon hiding skill or listen skill by “1” pip from knowledge they acquired on their adventurers. Something else your family acquired: a love of treasure so profound that you must make a Save Vs Spells to willingly undertake a step to free you from cursed treasure.
- Game for Anything- No one in your direct line ever took the lead in running off to adventure but that didn’t stop them from being swept up in those of other branches of the family. Stories hold that it was their undying affable nature and ability to find where comfort & joy reside even in dark times that got them through such unpleasant business. Such charms make themselves known even in you, for you gain +1 to reaction rolls when you are drunk or lost in other merriment. Your appetites are also as big as theirs was, requiring you to eat two rations for everyday in the field instead of one.
An heirloom from home has survived your time in the Astral Sea. Roll 1d6 to discover what comfort from home you still carry with you:
- Wheel of cheese- From your own family’s cellars, this highly fragrant cheese is tantalizing to monsters. Increase the chance to evade unintelligent monsters by a 1-in-6 chance when dropped. Sharing it also grants a +1 to reaction rolls from rodents.
- Lucky acorn- You picked this up from under a tree in your family’s garden right before you ventured out on the journey you are on now. It has been with you ever since. Destroying it will grant you a reroll on a failed Save.
- Skipping Stone- when thrown and successfully striking its intended target, a second roll can be made to see if it can ricochet into a second one within 5 ft. of the first one.
Family Silver- 1d20 pieces of the family silverware (worth 1gp ea.).
Sweet Leaf- A pouch containing one pipe pack’s worth of Sweet Leaf pipeweed. If one takes 1d6 turns to enjoy it and the memories of home it brings with it, regain 1hp for each of those turns.
Swan Boat- a small vessel (treat as canoe but only capable of transporting one halfling-sized being).
Advancement and Level Titles
Halflings are known for the lack of love for adventure. As they move through their levels, they typically discover that there is a little space for adventure within their character. In addition to gaining the require amount of experience, a halfling must win the respect of their fellow party members to achieve Level 3.



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