Starheart Halfling
Closest in disposition to their lightfoot cousins, starheart halflings tend to abhor the violence which saturates the world around them, much preferring the joy found in a cup of tea or pint of ale with friends. Seeking answers to bring peace to those in need, these goodfolk look to even the most distant stellar sources for inspiration and guidance. Blessed with celestial favor, these halflings walk the land with the protection of the stars themselves.
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.
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 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 Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Starheart
Ability Score Increase. Your Wisdom score increases by 1.
Guiding Light. You know the dancing lights cantrip. Wisdom is your spellcasting modifier for it. Whenever you cast dancing lights and combine the four lights into a vaguely humanoid form, you may choose for the form to point toward true north, providing you with directional knowledge.
Glimmerborn. Starting at 3rd level, when you are attacked by a creature within 30 ft. of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare around the attacker before it hits or misses. An attacker that can't be blinded is immune to this trait.
Once you use this trait, you can't use it again until you finish a long rest.
Art Credit
Sergey Gurskiy (Pathfinder: Kingmaker) - https://www.artstation.com/krmplce