Bunneths (5e Race)

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If you are swifter than the wind and quicker than the fox, no one can catch you - only then are you truly safe.
—Common bunneth saying

Physical Description[edit]

Thanks to their quick running and small size they make excellent scouts and are always on the alert, providing an extra pair of eyes and ears that rarely miss anything dangerous that’s abound. Some bunneths excel at certain skills over others, coming in various variants that reflect other rabbit like creatures that they share heritage with. The standard bunneth is your usual quick footed and wary folk. Arctic bunneths are more suited for harsh environments and are exceptional travelers. Meanwhile horned bunneths are more magically inclined, but often sport a much more aggressive personality in return. Bunneths come in many shapes and looks, all depending on where they come from and what species their parents are.


Seen living in small groups around forests and plains, bunneths are hardy folk who make up for their lacking height and soft appearance with a tenacious attitude and incredible quickness. Meanwhile often content with the countryside life of maintaining their big families and small farms, bunneths tend to be on the move and never stay in one place for too long. As paranoia is part of their species, most bunneths grow wary of dangers and monsters if they don’t steadily move from one place to another. From an outside perspective other races see this behavior as wasteful and possibly pointless, but this only causes bunneths to avoid confrontation about their strange and paranoid ways.


Bunneths lack social ranks or any form of leadership, every group of bunneths that one may find are simply labeled a “family”. However bunneths that are part of a family do not need to be related, in fact every bunneth family makes sure that its members do not share bloodlines with each other - other than parent and child. Young bunneths that reach adulthood usually leave their families when they find themselves ready, often to make a family of their own or to fulfill some bigger goal. Despite commonly not seeking greater glories, young adult bunneths like to challenge themselves and their older kin to show themselves as better. And more courageous. Bravery and courage amongst bunneths is rare, but revered.

Bunneth Names[edit]

Normally having short, simple names, bunneths have a first name and a “family” name, similar to a humans last name. The first names tend to be quick and easy to pronounce, making them sound like quips, this is so that bunneths can quickly alert each other if something is amiss without having to say something long. Family names are often based on what the family values the most, showing the family tradition or favored quality to those outside of their small society.

Japp, Ni, Gat, Hyck, Fah, Loc, Pick, My, Vea, Ciz

Family names: Trust, Kindness, Valor, Truth, Safety, Patience, Craft, Generosity

Bunneths Traits[edit]

You share these traits in common with other bunneths of any variant.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Bunneths have relatively short life spans, often brought by their inner stress, but a bunneth that lives a peaceful life tends to become around 70 years old. They mature around the age of 2.
Alignment. Evil is rarely found within bunneth societies, most bunneths tend to be good hearted or at least neutral, often thinking of themselves and their family first before anyone else.
Size. Standing around 2 to 3 feet tall when on their hind legs and weighing 120 pounds, bunneths are not known for their great stature. Your size is Small.
Speed. Your base walking speed is 40 feet.
Powerful Leap. With their powerful hind legs bunneths can make impressive jumps, when you make a running leap you may jump twice the length and height. When you land from a high fall or jump, you take half the falling damage, unless you were incapacitated during the fall.
Languages. You can speak, read, and write Common and one additional language of your choice.
Subrace. Pick one of the following subspecies variants for your bunneth.

Arctic Bunneth[edit]

Seen in colder and harsher places, these bunneths are survivors that make do with the little they can find. Known to travel long distances and rarely settling down unless its summer, their perseverance is unmatched by other bunneths. Between the seasons their coats change color and length, being the longest during the colder months of their region. When these bunneths shed their winter coats they keep the fur for later or use it to make clothes and scarves, which they share with other winterland travelers.

Ability Score Increase. Your Constitution score increases by 1.
Fluffy and Warm. Thanks to your fluffy coat you have resistance to cold damage and are not affected by the effects of extremely cold temperatures.
Natural Traveler. You gain proficiency in the Survival skill and have advantage on tracking creatures or finding paths in snowy and barren terrain.
Seasonal Camouflage. You gain a bonus to Dexterity (Stealth) checks made in certain terrain depending on the season that is equal to half your level (minimum of 1, rounded down). During winter you gain the bonus in snowy terrain. During spring and summer you gain the bonus in grassland terrain. During autumn you gain the bonus in grassland and forest terrain.

Feyblood Bunneth[edit]

Sometimes confused with the horned bunneth, feyblood bunneths have deer like antlers and are known to be more elusive and hard to find. Most live deep into enchanted woods or around places fey find themselves living, often sharing the space together. These bunneths are quite connected with nature and find peace in the wild outdoors. Thanks to their relations with fey they possess the ability to calm predators and dangerous beasts, making feyblood bunneths one of the less paranoid of the bunneth variants.

Ability Score Increase. Your Wisdom score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Teachings. You gain proficiency in the Animal Handling skill, thanks to your ties with the strange fey.
Elusive. As a bonus action you may take the hide action, up to an amount of times equal to your Dexterity modifier (minimum of 1) between short or long rests.
Innate Spellcasting. You know the Druidcraft cantrip, your spellcasting ability for this spell is Wisdom, unless you have a spellcasting ability tied to your class.

Horned Bunneth[edit]

Noted by the spiral, ivory horn they grow from their forehead, these bunneths have been observed to possess magical capabilities and often find themselves practicing magic rather than settling for simpler lives. Many travel to seek out the true potential they have within, which is found in the bunneths horn, a horned bunneth that loses its horn is temporarily cut off from their magic - but it regrows over the span of a week. They are also the most aggressive and bold of the bunneth variants, known for picking fights with foes much bigger than themselves and having a taste for blood.

Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcasting. At 1st level you know the Produce Flame and Mage Hand cantrip. When you reach 3rd level you may cast Misty Step as a 2nd level spell, not requiring any spell components, once per day. Your spellcasting ability for these spells are Intelligence, unless you have a spellcasting ability tied to your class. These spells do not count towards your class spell count.
Horn. You are proficient in your unarmed strikes and deal 1d6 piercing damage using your horn. If you lack your horn you cannot use this feature.

Standard Bunneth[edit]

The common bunneth, found around plains and forestlands where they tend to farms and move from burrow to burrow between the various seasons. Known for having a constant fear of predators and possible dangers, it is difficult to keep these bunneths calm if something lurks in the shadows that they cannot see. To escape bad situations, they burrow into the ground at a quick pace.

Ability Score Increase. Your Wisdom score increases by 1.
Burrow. You can as a bonus action burrow underground up to 5 feet underneath where you were standing, you also have 25 feet of burrowing speed while underground.
Keen Hearing. You have advantage on all Wisdom (Perception) checks that are based on sound.
Quick Hopper. As a bonus action you can take the dash action, up to an amount of times equal to your Dexterity modifier (minimum of 1) between short or long rests.

Random Height and Weight[edit]

′ ″ + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

(0 votes)

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