The Bar-Tir (5e Race)
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|Credit to ColonelQuietFox one of my lovely players|
The Bar-Tir are bunny people. They stand at an average of 3 feet. However their size greatly varies based on subraces
Bar-Tir-Mag: The Bar-Tir-Mag are the most common form of Bar-Tir. They stand at 3 Feet and 2 inches tall and weigh around 60 pounds. The pattern on their fur greatly varies based on the Bunny they were before becoming Bar-Tir-Mag. But generally is white with brown patches
Bar-Tir-Val: The Bar-Tir-Val were flammish giants before being turned into the Bar-Tir. And as such they are huge compared to other Bar-Tir. They stand at 4"10 and weigh about 90 pounds. They are strong creatures but generally their fur leaves something to be desired. Normally being fully brown with little variation between each Bar-Tir-Val.
Bar-Tir-Pyg: The Bar-Tir-Pyg are considered the cutest Bar-Tir subrace. And they take this advantage with open arms. They stand at 2 Feet and 9 Inches tall and weigh about 60 pounds. They like the Bar-Tir-Mag vary in colour but the most common type of Bar-Tir-Pyg is white.
The Bar-Tir as a species are incredibly young. As their species has only existed for a couple of months thanks to a random wild magic surge of a wild magic sorcerer named Gurk. This gave Bunnies in a 1 mile radius around him above average human intelligence and the ability to cast spells. And as such it resulted in the Bar-Tir. Thanks to this sudden uplift in their species, the Bar-Tir had no time to develop their culture or history and as such had a rough start to life as we know it. They all know that they have been uplifted by Gurk, however they do not revere him as a god or anything along the lines as they knew their creation was but an accidental wild magic surge throughout the world. After a couple of months of turmoil within the Bar-Tir community, something finally had arisen. Their houses became structured holes under soft earth. And their culture became more established, however many of their aspects were still changing.
The Bar-Tir in their young state do not have many values, however one thing stands above all in Bar-Tir society and that is Family. Their families tend to be huge and they look out for each other. The Bar-Tir are extremely charismatic and always try to establish friendly relationships with their neighbours. No matter how dangerous they tend to be. They tend to stand up for the bullied, knowing how it is to always flee from stronger people and predators.
Bar-Tir dont base their name on gender. And generally have very simple names. Sometimes the Bar-Tir take their name based on the culture around them. And as such could have a huge variety of names
Names: Hops, Sniffer, Stamper, Runner and Swift
Ability Score Increase. Your Dexterity score increases by 2
Age. The Bar-Tir live up to 15 years old and are mature at 7 months old
Alignment. Thanks to the magic that made them who they are, they tend to favor a chaotic alignment and avoid evil.
Size. Your size is Small
Speed. Your base walking speed is 25 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.
Bunny Hop. Your standing jump is as far as your running jump
Agility. You gain proficiency in Acrobatics
Four is faster then two. When holding nothing in either hand your movement speed is increased by 10 feet
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The Bar-Tir-Mag, Bar-Tir-Val and the Bar-Tir-Pyg
Ability Score Increase. Your Intelligence score increases by 1.
Arcane Influence. You gain advantage on Arcana checks to see if any creature is influenced by magic.
Arcane Magic. You know the presdigitation cantrip. Once you reach 3rd level you can cast the Sleep spell as a 2nd level spell. Once you reach 5th level you can cast the Blur spell. Both of these can be cast once per long rest. Intelligence is your spell casting ability for these spells
Ability Score Increase. Your Strength score increases by 1.
Wild Influence. You are huge for a bunny, you can compare to a dwarf if push comes to shove. You are instead considered Medium
Nature Magic. You know the druidcraft cantrip. Once you reach 3rd level you can cast the Sleep spell as a 2nd level spell. Once you reach 5th level you can cast the pass without a trace spell. Both of these can be cast once per long rest. Wisdom is your spell casting ability for these spells
Ability Score Increase. Your Charisma score is increased by 1.
Outer Influence. You gain advantage on Persuassion checks to influence humanoid/giant races larger then you.
Fey Magic. You know the Minor Illusion cantrip. Once you reach 3rd level you can cast the Sleep spell as a 2nd level spell. Once you reach 5th level you can cast the Enthrall spell. Both of these can be cast once per long rest. Charisma is your spell casting ability for these spells
Random Height and Weight
|2′ 0″||+2d8"||50 lb.||× (2d6*2) lb.|
*Height = base height + height modifier
Random Height and Weight (Bar-Tir-Val)
|3′ 6″||+2d8||70 lb.||× (2d8*3) lb.|
*Height = base height + height modifier