Halflings

Halflings
The Halflings seem to be the least affected by the collapse, easily adopting a comfortable, peaceful life in and around the Great Forest. They tend to stay out of conflicts with other races, though they welcome any visitors with open arms, regardless of where they come from.

Halfling Traits.
Ability Score Increase. Your Dexterity score increases by 2.

Age. A halfling reaches adulthood at the age of 20, and generally lives into the middle of his or her second century.

Alignment. Most halflings are Lawful Good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Lucky. 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.

Brave. You have advantage on saving throws against being frightened.

Halfling Nibleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, Common and Halfling. The Halfling language isn’t secret, but the Halflings loath to share it with others. Few of them are literate, so they don’t have much in the way of literature. Their oral tradition, however, is very strong. Almist all halflings speak Common to converse with the people in whose lands they dwell or through which they are travelling.

Subrace. The two main kinds of Halflings, Strongfoot and Lightheart are more like closely related families than true subraces. Chose of these subraces.

Lightheart
As a lightheart Hafling, you are a wanderer at heart, and get along well with others. You are also rather nimble, able to hide from notice, even using other people as cover. The Lightheart halflings roam the continent, rarely settling down, often moving as large caravans of trade carts or portable houses.

Ability Score Increase. Your Charisma score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature one size larger than you.

Strongfoot
The Strongfoot Halfings are stout and hardy, having settled down in the hills and valleys of the Great Forest. As a Strongfoot, you have some resistance to poison. Some say the Strongfoots have Dwarven blood.

Ability Score Increase. Your constitution score increases by 1.

Strongfoot Reslience. You have advantage on saving throws against poison, and you have resistance against poison damage.