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Kangar

Written by Duqer

OVERVIEW

The Kangar are a distinctive sub-race of the Furfolk. They bring their own unique charm to the tapestry of the world. Sharing an affable nature akin to halflings, Kangar are known for their relaxed and easygoing demeanor, often choosing to live harmoniously among relaxed villages with simple lifestyles.
What truly sets Kangar apart is their extraordinary agility. They possess an innate ability to leap with astounding heights and incredible distances, making them masters of acrobatics and adept at navigating challenging terrain. Long falls hold no fear for them, as their nimble bodies seem to defy gravity itself.
In the world of adventurers and seekers of fortune, a Kangar's decision to embark on such a journey is met with cheers and a heartwarming departure gathering. Their departure is seen as a celebration of their bravery and spirit, a wish for good fortune, and a belief in their potential.
While Kangar have established communities throughout Thesa, their origins are firmly rooted in the Middleland. However, history reveals a darker chapter where Kangar were once enslaved, their remarkable leg strength exploited by cruel masters who bound their legs together to curtail their natural jumping abilities. Fortunately, those days are long gone, and the Kangar now embrace their freedom and the boundless opportunities the world offers to those who dare to leap into the unknown.
Whichever the Fate a Kangar may be born with, it generally won't affect how they are viewed by their peers.

1ST LEVEL KANGAR FEATURES

Perception Skill Proficiency.

Hop:

Once during each of your turns when you walk at least 1.5 meters, you can hop, rolling a d4 and moving that many meters in a direction of your choice. This extra distance doesn't cost movement, but you can hop only if your speed isn't 0.

Hare Trigger:

You add your proficiency bonus to your initiative rolls.

Lucky Footwork:

When you fail a DEX save, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.

Furfolk Fate:

You may choose either "Fate of the Skin-walker" or "Fate of True Nature".

Fate of the Skin-walker:

You have more human-like features, you gain CHA+1.

Fate of True Nature:

You have more animal-like features, you gain DEX+1.

General Info

Known as: Rabbitfolk.
Ancestry: Furfolk.
Created by: Unknown.
Main Location: Middleland, Thesa now.
Quirk: Can jump high distances
Main Deity: Gray Pantheon.
Lifespan: 16/70.
Scientific Epithet: Furrus Kangarus.

Appearance

Usual Skin Colors: N/A.
Fate of the Skin-walker: Same as Humans.
Fate of True Nature: N/A.

Usual Hair Colors:
Fate of the Skin-walker: N/A.
Fate of True Nature: Same as Fur.

Usual Eye Colors: N/A.
Average Height/Weight: 1.9m / 80kg.
Distinctions: Long rabbit-ears, may have long feet.

Mechanics

Ability Bonuses:
Fate of the Skin-walker: DEX +1 and CHA +1.
Fate of True Nature: DEX+2.

Size: Medium or Small.
Speed: 12m, 3m base jump.
Vision: Regular
Usual Languages: Foxen.