Harengon are a folk who are best known for caution and escape, with a nature and abilities that keep them safe from predators of all types. But being creatures with fae origins, they are also not necessarily predictable. So you are just as likely to find an enraged Harengon charging into battle as you are to find them tending a garden, or learning the latest songs to further their bardic career.
They are one of the races who has no pre-defined strengths, due to flexibility in their starting attributes. So they can be strong, smart, charismatic, wise or dexterous, and the only thing you can predict is that if there's danger, they'll somehow be out of the way of it. They combine enhanced perception with an ability to act first in many situations, to efficiently be where the danger isn't, and to miraculously avoid damage even when it occurs where they are.
As a group, Harengon are a folk who like to be with their own kind, hanging out in colonies (or fluffles) either below the ground, or because they are not particularly good burrowers, in homes that make them feel equally safe. Their homes are often designed to be points of safety, with multiple escape options. Within those homes, they love to socialize with others. The groups make them feel secure, but also help to make them to secure, since "many Harengon have many ears."
Detail |
Description |
Size |
Medium or Small |
Speed |
30' walking |
Attributes |
+2/+1 in any stats |
Ability: Hare Trigger |
Harengon add their proficiency bonus to their initiative rolls |
Ability: Leporine Senses |
All Harengon are proficient in the Perception skill |
Ability: Lucky Footwork |
When a Harengon fails a Dexterity Save, they can use their reaction to roll a d4 and add it to the save. They cannot use this ability if they are prone or their speed is 0. |
Ability: Rabbit Hop |
As a bonus action, Harengon can jump a number of feet equal to five times their proficiency bonus, without provoking opportunity attacks. They can use this ability a number of times equal to their proficiency bonus then must perform a long rest. This can not be used if the Harengon is prone, has a speed of 0, or is wearing heavy armor. |
Ability: Languages |
Harengon can speak Common and one other language. |
Class Considerations
As characters, the Harengon's non-fixed starting attributes, ability to move quickly without danger, and their ability to go first in initiative makes them one of the most flexible races.
An obvious choice is any of the arcane casting classes. Whether a wizard, sorcerer or warlock, getting a spell off before anyone else can act is an effective way of dealing with problems before they start. And the ability to move out of the way of attacks through the Hop ability means that their low armor and hit points don't come into play as often. For the same reasons, they also make exceptional clerics, as higher initiative and the ability to get into and out of danger areas quickly is a great way to keep your party alive or get to a spot where a spell casting will be more effective.
Related to this is the idea of being a druid. Not only do Harengon druids have the same advantages when casting spells, but their initiative bonus carries over into their wild shape forms, even if the Lucky Footwork and Rabbit Hop do not.
An interesting counter-intuitive choice for a Harengon is one of the martial classes. The bonus to initiative, ability to close distances and avoid the worst of those nasty Dex-based spells from opponent casters can make for a fun concept. Their ability to get out of danger quickly and especially out of reach of larger creatures at higher levels is another advantage of this choice. The only downside is that the Hop ability doesn't work in heavy armor, but the ability to not be there when a blow comes is a good trade-off for dexterity or good medium armor.
And finally, by this same logic, a Harengon makes a solid mixed-ability bard, where high initiative and damage avoidance make a solid choice for either a bard as a caster or a bard who chooses to go with the combat path.
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