Halfling

Common Halfling Traits

 * Ability Score Increase: +2 Dexterity
 * Racial Traits:
 * Brave - You have advantage on saving throws against being frightened.
 * Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours.
 * Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
 * Speed - Your base walking speed is 25 feet.
 * Languages: You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Ghostwise Halfling

 * Ability Score Increase: +1 Wisdom
 * Racial Traits:
 * 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. You can speak telepathically in this way to one creature at a time.
 * Favorable Classes: Cleric, Druid, Monk, Ranger, Rogue

Lightfoot Halfling

 * Ability Score Increase: +1 Charisma
 * Racial Traits:
 * Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 * Favorable Classes: Bard, Monk, Ranger, Rogue, Sorcerer, Warlock

Loutsuden Halfling

 * Ability Score Increase: +1 Wisdom
 * Racial Traits:
 * Child of the Wood - You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
 * Timberwalk - Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.
 * Favorable Classes: Cleric, Druid, Monk, Ranger, Rogue

Stout Halfling

 * Ability Score Increase: +1 Constitution
 * Racial Traits:
 * Stout Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
 * Favorable Classes: Barbarian, Fighter, Monk, Ranger, Rogue, Sorcerer