Bunnyfolk (5e Race)
From D&D Wiki
A group of adventurer's travels through a forest on a quest, suddenly they stop because they notice they are surrounded on all sides. Unexpectedly a bunch of different animals emerge from the brush. A bunny steps forward, opens his mouth, and says "We'll only ask you once, leave this place!"
This is a custom race using the template found here: https://www.dandwiki.com/wiki/Awakened_Animal_(5e_Race)
An Bunnyfolk looks just like any animal you’d see while adventuring, the only thing that sets them apart from other animals is the unusual amount of intelligence in their eyes and their ability to communicate in humanoid speech.
Bunnyfolk have existed as long as magic has existed in the world. In areas with high concentrations of magic the animals slowly begin to have their minds awakened hence the name given to them. This awakening terrified and fascinated the other races at the same time. Races like the elves and the gnomes embraced the animals and brought them into their societies. Other Races like Humans, Halflings, and Dwarves rejected them seeing them as slightly smarter animals. Eventually the awakened animals decided to make their own societies where they live together, those that did leave tended to adventure and eventually made their way back home.
Bunnyfolk have become a reclusive race forming tightly knit villages deep in forests. They value their intelligence highly while keeping their commune with nature alive. Typically they are lead by a village shaman and the villages are similar to more primitive human society with hunters, gatherers, and warriors. Villages also don’t tend to consist of one species of animal. The species work together using their collective strengths to overcome individual weaknesses. Awakened Animals that don’t live in their villages tend to be more nomadic as most places aren’t totally accepting of them, but when they find a place accepting of them they adapt to the new society rather well.
Awakened Animal Names
Names for Awakened Animals are very simple and have a two part scheme, usually an element or aspect of some kind and something tangible, usually a body part.
Examples: FireFang, SmallPaw, WaterTail, SlickScale
Animals that have had their intelligence awakened and increased to human levels because of exposure to magic.
Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, As normal, you can't increase an ability score above 20 using this feature.
Age. They reach maturity at around 10 and can live to be as old as 350 years.
Alignment. Bunnyfolk in their own villages have a tendency towards law since the village and its traditions are most important to them. However those who live outside of them have a tendency towards chaos as they are given the freedom to do what they want.
Size. Size medium
Speed. Your base walking speed is 40 feet.
Heightened Senses.. They have Heightened senses, such as hearing and seeing, and as such they have Tremorsense out to 30ft and 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. They also gain proficiency in Perception (Wisdom) checks that rely on sight or hearing.
Naturally Jumpy.. You gain proficiency in Acrobatics/Athletics (Your choice) and can take the dodge & dash actions as bonus actions and your jump height is doubled.
Slippery Bunny. You have advantage on dexterity and strength checks when trying to escape from traps or being grappled.
Languages. You can speak, read, and write Common and one other language of your choice.