Halflings

Halflings are good natured creatures who do their best to fit into other societies as much as they can. Due to their slight statures, they tend to run from conflict and make friends who can do their fighting for them. Their original homeland is in the Spiteferns, but they have no permanent settlements whatsoever, as they are completely nomadic. Due to this lifestyle, they are consummate scavengers, and cannibalism is not taboo whatsoever. They are the only race that is more widespread than humans, as their cheerful dispositions make them welcome most everywhere.

The most unique thing about the halflings are the symbiotic relationship they have with a certain vine that is deadly to all other creatures. At birth, halfling parents will cut off a bit of their own vines and then perform a ritual where it burrows into their offspring. These vines almost completely cover the halflings, providing them with protection and other abilities. For instance, a halfling running over a slick log could tumble and the vines would latch on, saving the halflings life (this accounts for their seemingly supernatural luck). The only downside is that the vines feed off the lifeforce of the halflings, which leaves these creatures with a voracious appetite.

Small bands of halflings typically only stay together until they can get to the settlements of other races, but when this does happen, the strongest of the halflings will usually lead the band.

Traits
Halfling Basic Traits, but with a new subrace.

Vine-Bound Halfling: +1 to Constitution, gain the Vine Whip ability.

Vine Whip: As an action, you can use your Vine to grasp an object up to 30' away. The vines can climb up sheer surfaces as well, allowing the halfling to follow along behind them. Also, the whip can be used as a melee attack with a range of 10'. It deals 1d6 damage. The attack uses wis, dex, or str, whichever is higher.