Guide To Harengon In DnD 5E

With the release of The Wild Beyond the Witchlight, Dungeons and Dragons 5E has received some new character options for players to give their PCs some fantastical Feywild twists. One of these options is the Harengon, rabbitfolk who give even Tabaxi a run for their money for the claim of being quick on their feet.

From the Feywild to your Home Game

Harengon are bipedal rabbitfolk, with the strong legs and sharp senses of their carrot-loving cousins, and a boundless energy about them. Originally from the Feywild, their spirits yearned for freedom and travel, leading them to jump into other worlds in pursuit of adventure and new experiences. Whilst they originally only spoke Sylvan, as they landed in new places they quickly learned additional languages to adapt to the lands they would now call home.

The old adage of a lucky rabbit’s foot still holds true, as these furry folk are gifted with a smidge of fey luck. This means they frequently find themselves a hare’s breadth away from danger on their travels.

Hopping into Action: Playing a Harengon

Playing a harengon gives you the following traits:

Ability Scores – You can increase one ability score by 2 and a different score by 1, alternatively you can increase three different ability scores by 1.

Size – Medium.

Speed – 30ft.

Age – Harengon live for around a century.

Hare-Trigger – You can add your proficiency bonus to your initiative.

Leoprine Senses – You have proficiency in Perception.

Lucky Footwork – If you fail a Dexterity saving throw, you can roll a d4 and add it to the result as a reaction. You cannot use this ability if your speed is currently zero, or if you are prone.

Rabbit Hop – As a bonus action, you can jump a number of feet up to five times your proficiency bonus without provoking any opportunity attacks. You can use this ability a number of times equal to your proficiency bonus per long rest, however, you cannot use this ability if your speed is currently 0. Note: At the Cove we don’t think this ability counts against your movement for the turn like normal jumping, as it is consuming your bonus action to move and does not state you must have enough movement left to do so, unlike the text of other abilities.

Languages – You can read and write Common and one other language of your choice that your DM agrees is appropriate, such as Sylvan.

We hope you’ve enjoyed this look into our spring heeled friends, the Harengon. Are you considering playing a Harengon? And if so, will it be Bugs Bunny? If you enjoyed this article, check out the Fairy race here. Until next time, happy rolling and remember, tricks are for Rogues, you silly rabbit.

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