Base Class: Sorcerer
Your innate magic comes from the natural gifts of rabbits. Perhaps you have a little bit of Harengon blood in your lineage. You might have been born during the eve of a Year of the Rabbit, which infused you with lapin powers. Maybe your parents struck a deal with a powerful Archfey and asked for their child to be lucky, not having enough foresight to see the strings attached to their request. Or perchance one of your ancestors may have been a Druid whose favorite Wild Shape was a bunny.
Level 3: Coney Constitution
The magic in your body manifests physical traits of your rabbit gifts. You have fluffy ears and large feet.
Hearing Hare: You have Advantage on Perception checks that rely on hearing.
Bouncing Bunny: Whenever you make a High Jump or a Long Jump you can leap, both horizontally or vertically, up to a distance of 30 feet.
Level 3: Rabbit Spells
When you reach a Sorcerer level specified in the Rabbit Spells table, you thereafter always have the listed spells prepared. If you gain access to a Spell that doesn't appear on the Sorcerer Spell List, the Spell is nonetheless a Sorcerer spell for you.
| Sorcerer Level | Spells |
|---|---|
| 3 | Enhance Ability, Expeditious Retreat, Jump, Pass without Trace |
| 5 | Conjure Animals, Haste |
| 7 | Conjure Woodland Beings, Freedom of Movement |
| 9 | Commune with Nature, Tree Stride |
Level 6: Jackrabbit's Jolt
As an Action, you stomp the ground with your rabbit's feet and gain Tremorsense for 10 minutes.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 1 Sorcery Point (no action required) to restore your use of it.
Level 14: Literally a Rabbit's Foot
When you roll a 1 on the d20 of a D20 Test, you can reroll the die and you must use the new roll.
Additionally, whenever you fail on an Ability Check, an Attack Roll or a Saving Throw, you can expend 1 Sorcery Point to make a new D20 Test and must use the new result.
Level 18: Down the Rabbit's Hole
As a Magic action, you create a hole on the ground that is connected to another point of flat terrain that you have already visited, at any distance, on the same plane of existence you currently are.
You can Teleport between both ends of the hole by jumping into it either one of them.
Also, you may have multiple holes open and connected at the same time, but you must expend one Sorcery Point per additional hole you open after the first one. You don't regain the expended Sorcery Points while the additional holes are still open.
Previous Versions
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3/29/2025 10:02:36 PM
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3/29/2025 10:18:49 PM
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