Halflings were originally called hobbits prior to a legal challenge.
According to Gary Gygax himself, it was due to a legal claim on "hobbit" by a company who purchased the merchandising rights on Tolkien's works in 1976:
TSR was served with papers threatening damages to the tune of half a mil by the Saul Zantes (sp?) division of Elan Merchandising on ...
High Reflex Doth Not A Tank Make
Having a high reflex doesn't count for anything extraordinary. It's one of four defences beside armor, fortitude and will, and one quarter of attacks missing you more often doesn't make you a tank.
The magic of defenders, however, is not a matter of being unable to be hit. (In fact, they need to be hittable, so enemies don'...
Would giving your players uncommon items break the game? No
The rules for this item exist, so you're not adding anything new to the game. Giving uncommon magic items at level 4 is not out of whack either. Mechanically, you're fine; this isn't going to break anything.
Compensate your elves
On the other hand, your elven players chose a race that gave them ...
You do not apply advantage separately to the effects of a single saving throw, but you do not get advantage in this case
Most spells require only a single saving throw. This is explicit from the way the save is described, as in dissonant whispers, which says:
The target must make a Wisdom saving throw.
This is singular - there’s only one save, even though ...
Yes, the halfling gets to reroll the 1. (The halfling gets to reroll the 1 even if the 8 didn't miss.)
How abilities that allow rerolls — like the hafling Lucky trait — apply to advantage and disadvantage is not immediately obvious, so it's actually covered explicitly in the rules for advantage and disadvantage, even using Lucky as the example (PHB, p. 173; ...
Yes, the Halfling racial feature Lucky works with death saving throws.
Whenever you start your turn with 0 hit points, you must
make a special saving throw, called a death saving throw,
to determine whether you creep closer to death or hang
onto life. Unlike other saving throws, this one isn’t tied to
any ability score. You are in the hands of ...
You should play the character you want to play. If you want to be a stealthy archer, be a stealthy archer.
Even if your group believe they need someone to tank, rogues are strikers, not defenders. They gain a low amount of hit points per level and, more importantly, have no way to mark targets. Even if you had a rogue with arbitrarily high defenses, enemies ...
I think this is pretty cut and dried with just what you have quoted. If you're a Luck Halfling and you roll a 1, you can re-roll it once and use the number. Then if you just don't like any number you rolled, even the re-roll, you can spend a luck point to re-roll (again). One doesn't replace the other, you simply have both features, and both operate ...
You do not get advantage on the save at all
Dissonant Whispers does damage and causes you to use your reaction to move away from the caster. It does not create the Frightened condition so it doesn’t trigger Brave.
You can use disengage to do this, but disengage provides no movement on its own. You have to use your movement, it just prevents opportunity attacks. See the definition:
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. (Players Basic p72).
This lets the rogue move right through enemy lines with ...
Short answer; no, it wouldn't break anything
It just means you're ignoring lighting conditions so the game is more fun for everyone involved.
Should halflings need to give up something to compensate? Or does everyone now also, say, have Stout Resilience to poisons? What if a human NPC joined the party? Do they get darkvision too?
Some mechanics are ...
Lightfoot Halflings do not get any skill bonuses
They have the Lucky trait:
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
They have Brave:
You have advantage on saving throws against being frightened.
They have Halfling Nimbleness:
You can move through the space of any ...
There is not much official Dark Sun content in 5E at this time, and certainly no sourcebooks centered on it. So far we have official treatments for Ravnica (Guildmaster's Guide to Ravnica) and Eberron (Eberron: Rising from the Last War). The Forgotten Realms got one sourcebook focused on a part of that world (Sword Coast Adventurer's Guide).
The halfling will have to save versus Engulf
Per the Ooze's Engulf ability, other creatures can enter the space, but any that do are subject to the ability and must save at Disadvantage. This applies regardless of creature size since it's a specific beats general situation in the rules.
Halfling Nimbleness doesn't negate this. That feature's benefit ...
Every second time you take that favored class bonus option, you gain +1 to the healing that paladin does every time he uses his lay on hands class ability (or the harm he does to an undead creature if he lays hands on it).
At 10th level, the paladin probably has quite a few uses of lay on hands daily, so boosting the healing from each use by +5 (assuming ...
Your question is incorrect, as "stealth" and "tank" are not the right operationalizations of roles. They represent MMO jargon that if applied to its fullest extent, result in the characters being played against their strengths.
While it's seductive to import roles from other games into D&D, the cognitive shortcuts enabled by that jargon may make people ...
Yes, this would work.
The ghostwise halfling's Silent Speech trait (SCAG, p. 110) says:
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
The druid's Wild Shape feature says, in part:
You retain the ...
You can only use Bountiful Luck once before the start of your next turn.
As you yourself have quoted (emphasis mine):
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die.
And, as the Basic Rules of the game describe:
When you ...
You can't willingly end your move in another creature's space
While there are ways to unwillingly do this, there is no method within the rules to willingly end your turn in another creature's space. From the "Moving Around Other Creatures" section of the rules (PH p. 191 / Basic Rules p. 74):
Whether a creature is a friend or an enemy, you can’t ...
No, the wolf would not understand and would not be frightened.
The ability's description is clear in this regard.
The creature understands you only if the two of you share a language.
Since the halfling and the wolf don't share a language, any of the telepathy would be nonsensical to the wolf -- even if it is just growling in an attempt to frighten them....
Silent Speech doesn't require vision of the target.
Silent Speech, unlike other forms of telepathy in 5e, doesn't require you to see the creature you wish to communicate with.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. [...] (SCAG, 110)
Yes, they can.
In 5e, any character is able to Hide as soon as they move into an 'obscured' area - even if they were observed during the movement on the way to that area. The only bit that matters is that they end their movement with something substantial breaking line of sight between them and the observer, and have enough remaining actions to Hide.
If you choose the Arcane bloodline then no, there are no bloodline powers that the Halfling favoured class option can apply to. But this doesn't mean that you don't gain any bonuses for sorcerer being your favoured class, you just fall back to the standard options. You can only chose the +1 hit point or skill rank per level.
If you wanted to use the ...
Let them die or be a hero despite their flaws. Those who live by the [dice] die by the [dice].
By rolling characters, and choosing not to build for combat prowess, you clearly have a very specific and challenging game in mind. While I would recommend investigation into other systems that may better fit your needs; the situation you've set up here has a very ...
Correct, it doesn't specify it allows two-way communication.
Other items in the game, like Telepathic Bond states the targets can communicate. With this spell stating "targets" it implies that both creatures affected can communicate to the other. Since the Ghostwise Halfling does not specify this then it would not have two-way communication.
No, you cannot telepathically speak with animals
I'm using this phrase in particular:
The creature understands you only if the two of you share a language.
Strictly speaking, beasts in the MM do not have a language (they are listed as "Languages ---"). Thus, it's not possible to share a language.
However, as @Miniman points out, there are a few ...
As a Rogue... Embrace Being Sneaky and Sneak Attack as Much as Possible
Since you are a decent race for a rogue don't fret too much about using a smaller weapon. Your number one source of damage is going to be from your sneak attack, not necessarily what your weapon is going to be. If you can't hide in the shadows and move silently, always try to flank your ...
Yes, you get to reroll a 1 on the attack roll (but must keep the new roll, even if it's another 1)
The gunslinger's Misfire mechanic is described under the Gunsmith feature:
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon ...
When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one.
If you roll a 1 you can use the Lucky trait to reroll that die.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new ...