Itinerant halflings exhibit a need for adventure and long to see new and different places and people. Their nomadic communities need to be self-contained, and that calls for people with every imaginable specialty. Scouts navigate, keep watch, and hunt. The ancient ways appeal to them, and they see the adventure of travel as the most important part of halfling life. Halfling gamblers, on the other hand, are quick to ingratiate themselves with big folk they come across, and act as de facto cultural envoys for their race. This article presents new feats and magic items befitting these halfling roles.
When the halflings stop at a settlement along the riverbank, the traders, gamblers, storytellers, and dancers go ashore to earn money or trade goods to benefit the rest of the clan. While traveling, the merchants keep an eye out for rare items they can trade for a tidy profit. In settlements, they factor in the complex needs of all the places they frequent, collecting goods that have the highest relative demand elsewhere. Gamblers and entertainers use their race’s reputation for geniality to attract potential gambling partners or audiences.
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About the Author
Logan Bonner has worked on D&D Miniatures, Forgotten Realms Player’s Guide, Adventurer’s Vault, Player’s Handbook 2, and Arcane Power in his time as a designer at Wizards of the Coast. He has designed both familiars and alchemy, encouraging people to be both social and anti-social.