Harbit
The harbits are a race simple rabbit-folk. Found in open plains, harbit communities are small, self-sufficient hamlets run by the largest family. They are naturally shy and skiddish creatures, avoiding contact with nearby settlements and rarely leaving their hometowns. However, they are not afraid to fight if needed. Lower-class harbits are tought how to fight when they are young, and act as guards for the rest of the community, while the middle to upper-class are taught a skill or trade when they are children, making it into a career well into their adulthood.
Creatures of Habit
Harbits are fast learners and quickly become masters of their chosen trades. They tend to base the schedule of their lives around this trade, forming habits and traditions that they find difficult to break. Tasks that most other races would consider monotonous, harbits find them to be relaxing and a part of a good life.
The Gifter
Most harbits worship The Gifter, a diety they claim to be their creator god. Worshipers will sometimes develop their own way to worship The Gifter, but most will keep a small shrine in their home or attend a weekly service at a temple.
Clerics of The Gifter are usually the only harbits in a community that will venture out to work as missionaries in an attempt to make their world a better place. Most clerics operate under the life domain, however some worship under the light and nature domain as well.
Large and Important Families
Harbits take pride in their large families, espicially those with long and storied histories. On the rare occasion of a harbit becoming a successful adventurer, their family will tell their stories for many generations.
Not only do they rarely leave their communities, harbits will often never move out of their childhood homes and will live with their family for their entire lives. Harbits live in the homes of their ancestors and expand upon them as the family grows. What many people would consider a mansion, a large harbit family might consider a decent-sized home.
Harbit Names
Many harbit communities are located near human settlements, so harbits have adopted the use of common human names, preferring the more simple ones. Harbits usually have between five and seven names, with their family name being their mother's or father's occupation.
Male Names: Al, Carl, Casey, Devon, Gilbert, Harry, Hans, Jack, Leon, Max, Oswald, Peter, Phil, Roy, Stanley, Ward
Female Names: Alice, Amy, Beth, Bianca, Daisy, Donna, Edna, Jemma, Judy, Kaylee, May, Pat, Ruby, Sara, Wanda
Family Names: Baker, Clockmaker, Cobbler, Farmer, Gardener, Jewler, Mapmaker, Rancher, Tinsmith, Weaver
Harbit Traits
Your harbit character has certain characteristics common with all other harbits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Harbits reach adulthood by the age of 15 and can live up to 60 years.
Alignment. Harbits tend to spend most of their lives on a strict schedule. They develop customs and routines, becoming more set in their ways in their old age. Most harbits are lawful neutral.
Size. Harbits usually stand just under 5 feet tall and average around 90 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Kick. You can make an unarmed kick attack that deals 1d4 bludgeoning damage and has a reach of 5 feet. When you kick a creature of your size or smaller, it must succeed on a Strength saving throw or be knocked prone. The DC of the saving throw is equal to 8 + your Strength modifier.
Quick Burst. Once per long rest, you can take the dash action as a bonus action.
Speak with Hares and Rabbits. Through speaking Harbit and using a series of squeaks and thumps, you can communicate simple ideas with hares and rabbits.
Standing Leap. Your long jump is up to 20 feet and your high jump is 10 feet, with or without a running start.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: cobbler's tools, painter's supplies, or weaver's tools.
Languages. You can speak, read, and write Common and Harbit.
Subrace. Choose one of these three subraces: snow, woodland, or jackalope.
Snow Harbit
Snow harbits are found in the frozen taigas and tundras of the north. They are covered in white or light-gray fur and have larger feet than other harbits that make it easier to trek through the snow and ice. Snow harbit communities are smaller and more compact than others, usually centered around a large bonfire, natural hotspring, or similar source of heat.
Ability Score Increase. Your Constitution score increases by 1.
Harbit Hardiness. You have a fur coat that is thicker than other harbits, giving you resistance to cold damage. Also, you ignore icy difficult terrain.
Woodland Harbit
Often called "cottontail harbits", woodland harbits inhabit areas in or around lightly-wooded forests. Their fur can be differing shades of brown and grey, with a small cottonball-like tail. Of all the harbits, they are the shortest. However, they often have the largest communities and families.
Ability Score Increase. Your Wisdom score increases by 1.
Lucky Feet. Once per long rest, when you roll a saving throw or skill check, you can roll a d6 and add the number rolled to your check. You can only use this ability before the outcome of the roll has been determined.
Jackalope Harbit
Living in areas like deserts and dry grasslands, jackalope harbits are the rarest and most peculiar harbits. They have tall, thin bodies, light-brown fur, usually patterned with subtle spots or stripes, a bushy tail, and small antlers on their head. While some think these antlers are purely decorative, others beleive they channel their innate magical abilities.
Ability Score Increase. Your Charisma score increases by 1.
Jackalope Magic. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the jump spell once per day. When you reach 5th level you can cast the blur spell once per day. Charisma is your spellcasting ability for these spells.
Variant Harbit
If your harbit character grew up in a lower-class family, you can choose a weapon proficiency in shortswords and shortbows instead of a tool proficiency.
Credits
Images used:
- The House by Wagner de Souza
- Rabbit Prince by Dmitry Burmak
- Grasslands by Johannes K. Roots
- Redwall Races - Hare by Jerome Jacinto
Created by /u/Brudduh using GM Binder and the formatting tutorial by /u/AeronDrake on reddit.