Harengon Parentage

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in various colors. They share the keen senses and powerful legs of natural rabbits. Fey luck runs through their blood, and they seem always to be a few steps ahead of danger.
The harengon are a very sociable people, embodying the spirit of freedom and travel. Despite their love of travel, community is a central part of their culture. They create their own or form enclaves among other communities. They are constantly involved in each other’s lives. Families hop between communities, spending days and days at a time with other families.
This exchange isn’t limited to harengon. At any given moment, a harengon household could have harengon and non-harengon as part of the household where they have no blood ties. This intermingling reinforces the cooperative nature of their culture.
With their love of freedom and travel also comes a love of discovery. Many harengon pursue knowledge of some sort during their travels. Several have become scholars of the arcane and divine, others have turned their sights to more mechanical wonders, and yet more spend their time researching even more niche topics that bring them joy.

Harengon Traits

You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are harengons, choose from the following.

Bite (1 Point)

  • Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.

Hare-Trigger (3 Points)

  • You can add your proficiency bonus to your initiative rolls.

Leporine Senses (2 Points)

  • You have proficiency in the Perception skill.

Lucky Footwork (4 Points)

  • When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.

Rabbit Hop (4 Points)

  • 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. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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