Homebrew Harefolk Race Details
Autumn leaves rustled as the dryad sighed in tandem with the woodland wind. Seeds were missing, fruit was taken, and someone had scratched doodles into her tree.
She knew in an instant that the frivolous harefolk had struck again.
Harefolk, sometimes known as rabbitkin, resemble large hares and rabbits who stand upright with a humanoid quality to their body shape. Agile and energetic, they have a mischievous reputation and move with a bounding gait.
Carefree Creatures
Harefolk cultures vary between their subraces: rabbit, jackrabbit, and the elusive almiraj. Despite this, all types of harefolk share many physical traits—they each have large ears, short fur, and powerful limbs that make them capable of remarkable leaps. Their eyes are placed on the sides of their heads, akin to true hares and rabbits, giving them almost complete 360-degree vision. They prefer to clad themselves in simple clothes that allow for freedom of movement
Harefolk are commonly known as tricksters, and this is generally true among them—except for the jackrabbit harefolk, who usually have a more sensible nature. Their pranks are rarely harmful, and most harefolk don't concern themselves with such lofty ideals as 'morality', 'politics', and 'religion'. There are exceptions, especially among those living close to the settlements of other races, but otherwise harefolk are typically carefree and struggle to understand laws and rules, nearly all of which they find restrictive—a trait which often gets them into trouble when it comes to farmers and their crops.
Widespread but Reclusive
Harefolk can be found across many regions of many worlds, but most people can go their entire lives without ever seeing one. They mostly keep to themselves deep in woodland thickets, distant meadows, and beyond. A few do choose to live near rural villages and farmland, and find particular kinship with halflings and fey. The concept of cities confuses most harefolk, who puzzle over enclosed spaces and the curious reactions of the urban-dwellers who have hardly ever heard of harefolk, let alone seen them. Those who do venture to cities often find themselves in trouble with the guards by sheer accident.
The origins of harefolk are forgotten, even to their own people, but the truth is the majority of their kind don't care to know. They are a race who live in the present.
Harefolk Names
Harefolk usually have two names. Their first names are usually taken from human or halfling cultures, whilst their family names take inspiration from the environment and the deeds of their ancestors—their family names are fluid and prone to change every few generations, whether from changing reputations, a new deed, or settling in a new area.
Harefolk family names: Brookbounder, Dawnwild, Lakechaser, Thicketquick, Trickpaw
Harefolk Traits
Your harefolk character has the following racial traits.Ability Score Increase
Your Dexterity and Wisdom score each increase by 1.
Age
Harefolk mature quickly compared to humans, reaching adulthood by the age of 10, and have lifespans that can reach up to 50 years.
Alignment
Harefolk lean toward chaotic neutral. They resent restrictions and embrace their own personal freedom.
Size
Harefolk are lean, sprightly, and they stand between 3 to just over 4 feet tall. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
You have a rabbit's twilight senses. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You has advantage on Wisdom (Perception) checks that rely on hearing. In addition, you have +2 to both your passive Wisdom (Perception) and initiative.
Bunny Hop
Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages
You can speak, read, and write Common and one other language of your choice.
Almiraj Harefolk
The almiraj harefolk are the rarest known harefolk. Native to the desert, these timid harefolk are instantly recognisable by the prominent spiral horn situated at the center of their foreheads. Some people believe these horns are evidence that they're related to unicorns, convinced they bear some innate magic—almiraj harefolk do not profess to any great magic and yet, whether through coincidence or not, they are more commonly spellcasters than all other harefolk. They live in small groups of up to ten, and move incredibly quickly when threatened.
Ability Score Increase
Your Wisdom score increases by an additional 1.
Evade Predator
As a reaction, when a hostile creature moves within 5 feet of you, you take the Dodge action and may move up to half your speed without provoking opportunity attacks. After you use this trait, you can’t use it again until you finish a short rest.
Spiral Horn
Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Jackrabbit Harefolk
Jackrabbit harefolk, commonly known as true harefolk, are the largest and most physically impressive of all harefolk. Athletic and independent, almost all harefolk are fiercely competitive and naturally adept at using their powerful limbs to both punch and kick. They are generally of a serious and sensible nature, at least compared to other harefolk, but remain labelled as tricksters by the wider world.
They tend to live in solitude or pairs, building simple homes in low ground or else roaming as nomads. From icy tundras to rocky mountains and southern coasts, the jackrabbit harefolk can be found across many different environments.
Ability Score Increase
Your Strength score increases by 1.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you no longer have disadvantage with heavy weapons due to your size.
Natural Competitor
You have proficiency in the Athletics skill.
Boxing Paws
You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage on a hit.
Rabbit Harefolk
Rabbit harefolk are the most agile, social, and mischievous of all harefolk. They are excellent at burrowing with nothing but their bare paw-like hands, and typically dig their underground homes at the foot of hills or beneath large trees. They are native to mild climates and favor both woodland and grassland—while they usually keep away from most races, of all harefolk they are the ones most likely to make homes next to rural settlements.
A handful of family groups will live near to each other, and their families are large with up to twelve kits being raised by their parents at any one time. Rabbit harefolk have a particularly close bond with halflings who share their curious but kind natures—on the other hand, they are infamous among farmers and hunters alike for their rascally ways.
Ability Score Increase
Your Dexterity score increases by an additional 1.
Down the Rabbit Hole
You have a base burrowing speed of 10 feet.
Out of the Hat
You gain proficiency in either the Persuasion, Deception or Sleight of Hand skill.
Comments
Hi KnightRax, I'm really glad you like it! :)
You're more than welcome to make the variant, I'd only ask that you don't publish it publicly. Feel free to use it yourself and share it in campaigns!
As to the weapons, it's not actually specified whether they have opposable thumbs. I imagined they did, but ultimately it's up to the DM and their interpretation of the race - how humanoid do they want their harefolk to be?
For the DM who wants them to be very animal-esque, a simple rule might be that harefolk have to make a crafting check of some kind/visit a blacksmith to modify normal weaponry to fit their paws. Or, as you say, build their own.
How would I use this to create a character?
Quick question; wouldn't "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift" mean that there's no change at all? Small and Medium sized creatures have the same carrying capacity and weight that they can push, drag or lift.
Question:
I'm currently in the making of a Harefolk Thief, but one of the features struck me to be conflicting with "Bunny Hop".
So would that mean that if clashed with Bunny Hop, would the long jump would still be the same, or would my dexterity (let's say my modifier is +4 for now) would increase the distance of the jump by 4 feet?
Hi Stropey, great question. Looking back at Bunny Hop I would definitely reword it if I ever revise this race, perhaps make it a flat bonus. As it stands I would personally allow Second-Story Work to function with it, increasing your long jump distance to 24 feet with a modifier of +4 as per your example - it was never intended to conflict with class features!
Also to reply to the previous poster, you are correct regarding Jackrabbit's Powerful Build - although it would come into play under the effect of something like the Enlarge/Reduce spell. It's something else I will revise in a new version as it was intended to be a more direct benefit.
Thank you for the answer! But another thing is bothering me.
You never mentioned the harefolk's average weight. What is it?
Another good catch. I'd put it around the same as gnomes and halflings, weighing in around 40 pounds. Perhaps a little more for the jackrabbit subrace at the player's discretion.
I'm currently playing an Almiraj Archfey Warlock and I adore her! Thank you so much for making this!
In the future will there be a Jackelope variation? :3c
Oh!! Another important thing to ask:
What happens if you combined the monk's feature, "Martial Arts" with Jackrabbit? Would the racial feature add onto the Martial Arts or is it's own separate thing?
Also, I do have to ask, shouldn't the rabbit race have a slightly increased speed? Like... up to 35 feet?
this is just a herengon