Harengon
Harengons are rabbitfolk who embody the spirit of freedom and travel. They are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring.
Hare-Trigger. You have a bonus to Initiative rolls equal to your Proficiency Bonus. Leporine Senses. You have Proficiency with two of the following Skills of your choice: Acrobatics, Perception, and Stealth. Lucky Footwork. When you fail a Dexterity Saving Throw, you can use your Reaction to roll a d4 and add it to the Saving Throw, potentially turning the failure into a success. You can’t use this Reaction if you’re Prone or your Speed is 0. Rabbit Hop. As a Bonus Action, you can jump a number of feet equal to five times your Proficiency Bonus, without provoking Opportunity Attacks. You can use this trait only if your Speed is greater than 0. This doesn't expend movement. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Beastfolk Origins
Beastfolk Origins
There are many species that call themselves Beastfolk, all of whom share the same origin that dates back to a single event: the Curse of Chimeron. Save for the beast-turned, scaledfolk, and fey people, nearly every being that is a mix of man and animal is a beastfolk. While some have successfully integrated themselves into the world, others live in secluded colonies, hidden from persecution.
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Sporadic Beings
It wasn't too long after the first harengons were created, that they hopped their ways into the Feywild, hoping the land there would be less dangerous for them. Fortunately, that seemed to be the case so they quickly decided to call it their new home. As generations passed—around the time when Chimeron lifted the curse, some harengons decided to return to the Material Plane. Those that returned brought with them a little fey luck, causing them to often find themselves a few fortunate feet away from dangers. Deeply intrigued by this new land in which their ancestors originated from, many of the harengon stayed. Their descendants are the harengons we know today.Harengon Names
Harengons don't have a naming convention of their own, deciding that such a thing would be a waste of their time, especially when other races have their own. As such, harengons choose to simply adopt a name from another culture—one they find pleasant. The most commonly used names however, are that of humans, or of creatures that speak Squee (their native and preferred tongue) or Elvish (connecting them to their Feywild cousins).Harengon Traits
Your harengon character has the following traits.Harengon
Ability Score Increase Dex +2; Int +1 or Wis +1
Size Medium
Speed 30 ft.
Creature Type. You are a Humanoid. Life Span. Harengon mature at around the age of 12, and live on average about 80 years. Alignment. Choose one of the alignments approved by your GM. Typical Harengon tend towards Chaotic and Neutral alignments. Size. You are Medium (about 4-6 feet tall) or Small (about 3-4 feet tall), and weight about 80-200 pounds. You choose the Size when you select this ancestry. Speed. Your land Speed is 30 feet. Languages. You can speak, read, and write Common and Squee.
Hare-Trigger. You have a bonus to Initiative rolls equal to your Proficiency Bonus. Leporine Senses. You have Proficiency with two of the following Skills of your choice: Acrobatics, Perception, and Stealth. Lucky Footwork. When you fail a Dexterity Saving Throw, you can use your Reaction to roll a d4 and add it to the Saving Throw, potentially turning the failure into a success. You can’t use this Reaction if you’re Prone or your Speed is 0. Rabbit Hop. As a Bonus Action, you can jump a number of feet equal to five times your Proficiency Bonus, without provoking Opportunity Attacks. You can use this trait only if your Speed is greater than 0. This doesn't expend movement. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.