Leporfolk, Humanoid Hares (5e Race)

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Physical Description[edit]

Leporfolk look a lot like humans, but have bunny ears and fluffy tail.



Leporfolk Names[edit]

Most Leporfolk have human names, but some have halfling or elven names.

Leporfolk Traits[edit]

Leporfolk are anthropomorphic bunnies and hares. They look like humans, but have more customs of the halflings. they are very nice and almost noone has seen an evil Leporfolk.
Ability Score Increase. Your Dexterity is increased by 2.
Age. Leporfolk mature around the age of 10 years old, and can live to around 350 years old.
Alignment. Almost all Leporfolk are good, and most are also lawful.
Size. Leporfolk have the same length and weight as humans, but have around a feet longer for the ears. Your size is Medium. The Lagus subrace has the length and weight of a halfling and their size is small.
Speed. Your base walking speed is 40 feet.
"Darkvision" and Tremorsense. "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." and you have a tremorsense of 30 ft.
Natural Jumper. You can make a better standing jump. you can jump the full normal length and height. your jumping distances are also twice as far.
Superior Hearing. Your large rabbit ears grants you an increased awareness of your surroundings compared to other kemonomimi. You are proficient in Perception.
Lucky Rabbit's Foot. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You must choose one of these subraces.


Ability Score Increase. Your Wisdom is increased by 2.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Ability Score Increase. Your cha is increased by 2
Natural Climber. You have a climbing speed equal to your walking speed.
Natural Illusionist. You know the minor illusion cantrip. Charisma is your spellcasting ability for it.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 1 week (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. You can upgrade the devices, but that is up to the DM to say what you can and can't do.


Ability Score Increase. Your con is increased by 2
Brave. You have advantage on saving throws against being frightened.
Bunny Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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