Homebrew 🐇💀 DEATHBOUND HARENGON Species Details

- At first glance, a Deathbound Harengon resembles an ordinary member of rabbitfolk: long expressive ears, powerful hind legs, soft fur, sharp senses, and the naturally alert posture common among Harengon.

- Look a little closer, however, and something feels different.

- Their fur often carries unusual shades of white, grey, charcoal, black, or muted brown, sometimes with patches that appear almost frost-touched. Their eyes can be particularly striking, ranging from pale blue and silver to deep violet or almost colourless tones.

- A Deathbound Harengon is also noticeably cold to the touch. Their breath may appear as a faint mist even when the air around them is reasonably warm. During colder weather, frost can cling to the tips of their fur without seeming to bother them.

- Their movements remain unmistakably Harengon. Their ears constantly turn toward distant sounds, their powerful legs allow them to make sudden impressive leaps, and they possess incredibly quick reactions when danger appears.

- They may also carry one unusual physical feature known as a Mark of Return.

- This could be something subtle, such as an old scar, a patch of strangely coloured fur, one unusually pale eye, or a body that never seems completely warm.

Other marks can be slightly more unsettling: their shadow might occasionally seem strange in certain light, their breath may mist unexpectedly, or frost might briefly appear beneath their feet.

None of this makes them look like a walking corpse.

They are clearly alive.

They breathe, speak, eat, sleep, laugh, bleed, and behave like any other living adventurer.

Yet there is often something about a Deathbound Harengon that is difficult to explain.

Nothing obviously dangerous.

Nothing obviously evil.

Just enough that someone meeting one for the first time might look twice.

And wonder...

“What happened to you?”

🐇💀 DEATHBOUND HARENGON Traits

### 🐇 Species Trait Introduction Deathbound Harengon retain the **speed, powerful legs, sharp senses, and quick reflexes** of their Harengon ancestry, but something has left them unusually cold and remarkably difficult to bring down. Their traits combine natural Harengon agility with an eerie resilience that sets them apart from ordinary rabbitfolk.

🌑 Darkvision

- Your Deathbound nature has changed the way your eyes perceive the world, allowing you to see through darkness that would leave most creatures blind. You can see in dim light within 60 feet as though it were bright light, and in complete darkness within 60 feet as though it were dim light.

- While seeing through complete darkness, you cannot distinguish colours. Everything appears in muted shades of grey, giving the world an eerie, lifeless appearance.

- This allows you to navigate dark forests, unlit corridors, caves, crypts, and other shadowy places without needing a torch or another source of light.

❄️ Deathbound Resilience

- Returning from death has left your body strangely resistant to the biting touch of the cold. Your Deathbound form does not react to freezing temperatures quite like that of a normal living creature, and supernatural cold struggles to harm you as severely.

- The cold is not completely harmless to you—you can still feel its sting and suffer damage from powerful icy attacks—but your unnatural resilience allows you to endure freezing magic, frost-covered creatures, and other sources of deadly cold far better than most.

🐇 Hare-Trigger

- Your sharp Harengon instincts make you exceptionally quick to react when danger appears. The instant you sense a threat, your body seems to move before you have even had time to think, allowing you to spring into action faster than most creatures around you.

- Whenever you roll Initiative, you add your Proficiency Bonus to the roll in addition to your normal Dexterity modifier. At Level 3, your Proficiency Bonus is +2, so you gain an additional +2 to every Initiative roll.

- This represents your heightened awareness, twitch-fast reflexes, and natural instinct to act the moment trouble begins.

🦶 Rabbit Hop

Your powerful Harengon legs allow you to suddenly launch yourself across the battlefield with incredible speed. With a single explosive leap, you can escape an enemy’s reach, clear a dangerous patch of ground, or quickly reposition yourself without leaving an opening for an attack.

As a **Bonus Action**, you can jump up to **10 feet** to an unoccupied space you can see. When you use Rabbit Hop, this movement **does not provoke Opportunity Attacks**, making it particularly useful when you need to get away from an enemy without risking a free strike.

At **Level 3**, you can use Rabbit Hop **2 times**, and you regain all expended uses when you finish a **Long Rest**.

The hop can appear almost unnaturally sudden—one moment you are standing within an enemy’s reach, and the next your powerful legs have thrown you safely several feet away.

🍀 Lucky Footwork

-  Your Harengon reflexes are remarkably sharp, allowing you to twist, stumble, leap, or shift your footing at the very last moment when danger would otherwise catch you. What might look like pure luck to others is a mixture of instinct, agility, and incredibly quick reactions.

- When you fail a Dexterity Saving Throw, you can use your Reaction to roll 1d4 and add the number rolled to your saving throw. If this raises your total high enough to meet or beat the required DC, the failed saving throw becomes a success.

- You cannot use Lucky Footwork if you are Prone or if your Speed is 0, as you need to be able to move and react for your natural agility to help you.

- This ability can mean the difference between being caught by a sudden explosion, falling into a dangerous trap, or slipping out of harm’s way at the very last second.

👂 Leporine Senses

- Your long Harengon ears and naturally alert instincts make you exceptionally good at noticing what is happening around you. Even the faintest sound—a distant footstep, a whispered conversation, the snap of a branch, or something moving in the darkness—can quickly catch your attention.

- You gain Proficiency in the Perception skill, allowing you to add your Proficiency Bonus (+2 at Level 3) whenever you make a Wisdom (Perception) check.

- This can help you spot hidden creatures, hear someone approaching, notice unusual movement, detect something lurking nearby, or pick out small details that others might completely overlook.

- Your ears may even twitch or turn toward a sound before you consciously realise that you have heard something, giving your Harengon an almost constantly alert appearance.

💀 Death’s Memory

- You have already crossed the boundary between life and death once, and some part of you remembers the way back. When your body begins to fail and death reaches for you again, that lingering memory gives you an unnatural determination to hold onto life.

- Whenever you make a Death Saving Throw, you can add your Charisma modifier to the result. This represents your force of personality and the strange connection your Deathbound nature has left between you and death.

- If this bonus causes a failed Death Saving Throw to become a successful one, Death’s Memory is temporarily exhausted. Once this happens, you cannot benefit from Death’s Memory again until you finish a Long Rest.

- Until the ability actually turns a failure into a success, you can continue adding your Charisma modifier to your Death Saving Throws.

- When Death’s Memory saves you, it might feel as though you briefly remember the cold emptiness of death—and something deep within you refuses to return there.

💀 Death’s Memory

- You have already crossed the boundary between life and death once, and some part of you remembers the way back. When your body begins to fail and death reaches for you again, that lingering memory gives you an unnatural determination to hold onto life.

- Whenever you make a Death Saving Throw, you can add your Charisma modifier to the result. This represents your force of personality and the strange connection your Deathbound nature has left between you and death.

- If this bonus causes a failed Death Saving Throw to become a successful one, Death’s Memory is temporarily exhausted. Once this happens, you cannot benefit from Death’s Memory again until you finish a Long Rest.

- Until the ability actually turns a failure into a success, you can continue adding your Charisma modifier to your Death Saving Throws.

- When Death’s Memory saves you, it might feel as though you briefly remember the cold emptiness of death—and something deep within you refuses to return there.

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