Rabbitfolk
The rabbitfolk are a humanoid people native to the northern mountains of Sulheim. The Halidom of Élivágar is their ancestral home, though in recent centuries, as part of the "Great Wandering" brought on by the Flood of Light, they can now be seen as far south as the Múspellheim Empire.
Naturally the rabbitfolk are skittish and slow to trust outsiders due to a past of harsh treatment by others, specifically humans. Rabbitfolk villages known as warrens are typically isolationist and only rarely mingle with other species.
Male rabbitfolk are slightly smaller than their female counterparts. Rabbitfolk warrens are typically matriarchal societies, though warrens built on inversions of their usual gender roles have been documented in remote areas of Élivágar.
Physical Description
Rabbitfolk are tall and lithe. Resembling humans in many ways, if not for their characteristic leporine ears they would be near indistinguishable. The nose of a rabbitfolk vaguely resembles that of their diminutive namesake, taking on a slightly darker shade than the surrounding skin.
The race exhibits minor sexual dimorphism, as male rabbitfolk are typically smaller than their female compatriots. Females reach an average height around 6', while males reach an average height of 5'8". Females are typically more muscular than males due to their typical societal duty of protecting the warren.
Rabbitfolk mature quickly and typically start walking after just a few months, but typically begin their adult lives at the age of 18. Rabbitfolk typically live for a little over 100 years, with the oldest individual being 120 at their death.
The ears of a rabbitfolk are truly incredible. Research has shown that a single rabbitfolk can hear a tree branch break from half a mile away. However, since their hearing is so tuned, sudden loud noises startle them. Each ear can swivel independently of the other up to 270 degrees.
It is said that the wild, secluded nature of the rabbitfolk make them perfect conduits for manipulating the Odic Force through druidcraft.
Frequency once per day
Trigger You fail a Reflex saving throw. As if commanded by some divine entity, your foot twitches to warn you of incoming danger. You can reroll the triggering saving throw and use the better result.
Prerequisite(s) Rabbit's Foot You are luckier even than most rabbitfolk. You can trigger Rabbit's Foot when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Rabbit's Foot only once per day.
Prerequisite(s) expert in Athletics Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don’t automatically fail Long Jumps for jumping in a different direction than your Stride.
Prerequisite(s) Rabbit's Foot When you use Rabbit's Foot to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.
Prerequisite(s) Rabbitfolk Weapon Familiarity Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Rabbitfolk Weapon Familiarity.
Prerequisite(s) Hinterland Rabbitfolk, Volcanic Rabbitfolk or Woodland Rabbitfolk While all rabbitfolk adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other rabbitfolk. After spending a week in an environment associated with an rabbitfolk heritage (such as snow for Hinterland rabbitfolk, or a forest or jungle for woodland rabbitfolk) your heritage automatically changes to become that heritage.
Prerequisite(s) Rabbit's Foot You have gone well past the point of exhausting your foot's natural luckiness, but you can't be stopped now. You can use Rabbit's Foot once per hour, rather than once per day.
Rabbitfolk Traits
Rarity | Uncommon |
Hit Points | 10 |
Size | Medium |
Ability Boosts | Wisdom, Charisma |
Ability Flaw | Strength |
Languages | Common. Additional languages equal to your Intelligence modifier (if it’s positive). |
Traits | Rabbitfolk, Humanoid |
Noise Sensitivity | When a loud sound occurs within 10 feet of you, you must spend 1 action recovering from being Frightened. |
Mask of the Wilds | You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
Low-Light Vision | You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light. |
Physical Description
Rabbitfolk are tall and lithe. Resembling humans in many ways, if not for their characteristic leporine ears they would be near indistinguishable. The nose of a rabbitfolk vaguely resembles that of their diminutive namesake, taking on a slightly darker shade than the surrounding skin.
The race exhibits minor sexual dimorphism, as male rabbitfolk are typically smaller than their female compatriots. Females reach an average height around 6', while males reach an average height of 5'8". Females are typically more muscular than males due to their typical societal duty of protecting the warren.
Rabbitfolk mature quickly and typically start walking after just a few months, but typically begin their adult lives at the age of 18. Rabbitfolk typically live for a little over 100 years, with the oldest individual being 120 at their death.
The ears of a rabbitfolk are truly incredible. Research has shown that a single rabbitfolk can hear a tree branch break from half a mile away. However, since their hearing is so tuned, sudden loud noises startle them. Each ear can swivel independently of the other up to 270 degrees.
It is said that the wild, secluded nature of the rabbitfolk make them perfect conduits for manipulating the Odic Force through druidcraft.
Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 5 ft. 0 in. | + 2d8 in. | 90 lbs. | +(2d8x5 lbs.) |
Female | 5 ft. 2 in | + 2d10 in. | 110 lbs. | +(2d8x5 lbs.) |
Society
Rabbitfolk predominantly live in a matriarchal society ruled by their Warrenmother. A Warrenmother assumes leadership of individual colonies or warrens and is responsible for overseeing her respective community. Warrenmothers take charge of hunting parties with their fellow females and settle disputes among warrenmates, while males typically assume child-rearing and housekeeping duties. Many rabbitfolk children's education takes the form of apprenticeships wherein they train under a master of a trade such as weaving or leather curing. While opportunities exist for children to specialize in a chosen field if they feel particularly keen, many choose to learn a variety of tradecraft over their adolesence and choose their final discipline on their 18th birthday.Alignment and Religion
Many rabbitfolk warrens maintain belief in Synodia, the Weeping Lady of the Moon. Legend has it that she was once a mundane rabbitfolk whose lover was slain by a jealous third party. She wept bitter tears for an age, and her sorrow was so profound it threatened to flood the entire planet. For the wellbeing of all, Synodia was carried by a procession of doves onto the moon, where she now looks down upon the planet. Having moved on from her love, she now weeps for the home she left behind. Most rabbitfolk are neutrally aligned. Those who choose to leave their warren and venture out lean more towards chaotic alignments due to their adventurous ideals. Rabbitfolk are taught as children that regardless of the paths taken, one must always respect both other living beings and the planet. If one must choose between sapient life and nature itself, they are taught to choose nature.Rabbitfolk Names
Rabbitfolk are often named for their natural surroundings, sharing names both with flora and fauna alike. They have no real gender distinction for these names, and as such any gender can have any name. Rabbitfolk are gifted the name of their warren at birth, that it may still be a part of them wherever their lives may take them.Example Given Names
- Sorrel
- Willow
- Poppy
- Lichen
Example Warren Names
- Crowsrest
- Larksong
- Bramblewood
- Thistleheart
Rabbitfolk Heritages
Rabbitfolk are classified as being of one of three notable heritages. Choose one of the following rabbitfolk heritages at 1st level.Hinterland Rabbitfolk
Your ancestors stayed put after the Flood of Light and remained in the Hinterlands of Élivágar. As a result you have a thick coat of fur that protects you from cold weather (obsolete though that may be). You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).Volcanic Rabbitfolk
Once the Flood of Light washed over Sulheim, your family traveled from Élivágar to the once-volcanic climes of land that nowadays belongs to Múspellheim Empire. Your ancestors grew like crops in the rich soils of the volcanoes despite the danger and were well rewarded. You gain fire resistance equal to half your level (minimum 1). You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke.Woodland Rabbitfolk
As the Flood of Light poured down on Sulheim, your ancestors traveled from Élivágar into the woodlands of the continent. You ignore difficult terrain from undergrowth, and greater difficult terrain from undergrowth is only difficult terrain for you.Rabbitfolk Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a rabbitfolk, you select from among the following ancestry feats.1st Level
Rabbit's Foot
Trait(s) Rabbitfolk, FortuneFrequency once per day
Trigger You fail a Reflex saving throw. As if commanded by some divine entity, your foot twitches to warn you of incoming danger. You can reroll the triggering saving throw and use the better result.
Rabbitfolk Lore
Trait(s) Rabbitfolk Growing up among rabbitfolk has taught you the traditional values of unity among peers, stewardship of the land, and dedication to a specific tradecraft. You gain the trained proficiency rank in a Crafting skill of your choice and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Rabbitfolk Lore.Rabbitfolk Weapon Familiarity
Trait(s) Rabbitfolk You favor weapons that you grew up around. You are trained with the throwing knife, longbow, spear, glaive, and harpoon. In addition, you gain access to dueling spears and uncommon rabbitfolk weapons. For you, martial rabbitfolk weapons are simple weapons and advanced rabbitfolk weapons are martial weapons.Otherworldly Magic
Trait(s) Rabbitfolk Your people's connection to the Odic Force manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.5th Level
Expanded Luck
Trait(s) RabbitfolkPrerequisite(s) Rabbit's Foot You are luckier even than most rabbitfolk. You can trigger Rabbit's Foot when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Rabbit's Foot only once per day.
Rabbitfolk Instincts
Trait(s) Rabbitfolk Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.Springing Leaper
Trait(s) RabbitfolkPrerequisite(s) expert in Athletics Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don’t automatically fail Long Jumps for jumping in a different direction than your Stride.
9th Level
Shared Luck
Trait(s) RabbitfolkPrerequisite(s) Rabbit's Foot When you use Rabbit's Foot to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.
Wary Skulker
Trait(s) Rabbitfolk Ever alert, you scout for danger even when you are trying to stay hidden. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.13th Level
Rabbitfolk Weapon Expertise
Trait(s) RabbitfolkPrerequisite(s) Rabbitfolk Weapon Familiarity Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Rabbitfolk Weapon Familiarity.
Wandering Heart
Trait(s) RabbitfolkPrerequisite(s) Hinterland Rabbitfolk, Volcanic Rabbitfolk or Woodland Rabbitfolk While all rabbitfolk adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other rabbitfolk. After spending a week in an environment associated with an rabbitfolk heritage (such as snow for Hinterland rabbitfolk, or a forest or jungle for woodland rabbitfolk) your heritage automatically changes to become that heritage.
17th Level
Reliable Luck
Trait(s) RabbitfolkPrerequisite(s) Rabbit's Foot You have gone well past the point of exhausting your foot's natural luckiness, but you can't be stopped now. You can use Rabbit's Foot once per hour, rather than once per day.