Leporfolk, Humanoid Hares (5e Race)
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Leporfolk are humanoid rabbits, bunnies and hares, complete with either standing or lop or half-lopped ears, paired with a fluffy tail. They are coated in a layer of fur that changes depending on the present season (it increases in thickness during the Winter months and is shed during the Spring and Summer months). There can be variations in the quality of their fur, ranging from soft, almost downy coats, to coarse, bristled layers; better suited for more rugged environments.
Humans: Halflings: Great kinship, given their similar senses of community and the way they set up their homes. Goliaths: Giant, stoic, killers of buzz. Tieflings: Leporfolk have a strange sense of reverence for Tieflings, sometimes calling them "clay ones" because of the various "dyes" their species can come to possess. They may have a primarily superficial interest born out a powerful curiosity, but the interest of most leporfolk is beyond genuine towards the tiefling race.
Most Leporfolk have human names, but some have halfling or elven names.
Rabbits and hares with a deep appreciation for community and nature.
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. Leporfolk of evil alignment are unheard-of, but not impossible.
Size. Leporfolk have the same height and weight as humans, with their ears adding another foot if sticking up. They are of Medium size. Those of the Lagus subrace are more comparable to halflings in terms of height and weight, giving them a Small size.
Speed. Your base walking speed is 35 feet.
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.
Tremorsense. You are able to detect and pinpoint the origin of vibrations within 30 feet, provided that you and the source of the vibrations are in contact with the same ground or substance.
Natural Jumper. The leporid structure of your legs allows for powerful jumps. You are easily able to jump your height without requiring a check. When attempting to jump, you may add your Dexterity modifier in place of your Strength modifier. Additionally, your horizontal jump distances are doubled while only counting the distance covered as half for the purposes of determining movement. (See jumping for more details).
Fight, Flight, or Fright. Your large rabbit ears, sensitive nose and sharp eyes grant you a greater awareness of your surroundings. As a result, you are proficient in Perception. However, due to your leporid nature, you nigh-constantly surveille for potential predators or threats from the unknown. While you possess amazing perception, you become very uncertain if you are surprised, and are often encouraged to simply run as dictated by your base instincts. When a creature has managed to surprise you, you must first succeed on a Constitution save to avoid being stunned until the start of your next turn, followed by rolling a subsequent Wisdom (Perception) save, or gain the frightened tag until the end of your turn and spend all remaining movement, actions and bonus actions to move up to your remaining movement for the turn away from the creature that has surprised you as well as taking the dash action using any available actions for the same purpose as your movement.
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, even if it is another 1.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Choose one of the following subraces.
Ability Score Increase. Your Wisdom is increased by 1.
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 Charisma is increased by 1
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 Constitution is increased by 1
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.