Wererabbit

by chameleonwren

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Wererabbit

A half-orc roars and shakes as their body shrinks into a small and nimble rabbit. Quickly scurrying through the underbrush, they burrow into the ground and abandon their pursuers.

An enormous rabbit leaps into the air, sailing over the moon and landing with a thunderous boom.

A halfling dives into rocky ground and disappears from sight. A moment later they pull their enemy deep under the dirt and crawl out completely unharmed.

Once considered rodenthropes, they have since come to be known Moon Rabbits, Werehares, and Bunnyfolk. Grouped among fairytales told of driders, feyfoxes, changelings, and night creatures with similar abilities. They are all agile defenders and natural hiders, shifting between forms to adapt as the battle unfolds.

Blessed by Cosmic Light

Affiliated with the moon and its lunar energy, the Moon Rabbit has blessed your bloodline. Your affinity with the moon allows you to change your form like the moon changes faces; forcing the world to change around you like gravity commands the tides.

Moon's Eye View

Wererabbits have a core need to see the bigger picture and ensure they provide something important to their peers. Especially when it comes to running a society with many independent factions working together, they tend to do their part to be useful in a group and expect others to pull their weight in turn. Wererabbits rely on being on the same page as their brethren. Working as a group requires thinking as a team. Strategy and team-work can be outwitted at any moment in a fight, so the werebeast way relies on a shared goal to pursue when improvisation becomes necessary.

Creating a Wererabbit

The Werebeast curse is a widely debated subject, and not all folks are accepting of night creatures with abilities to demorph their physical self.

If you were born a werebeast through natural hereditary means, your parents likely raised you in a communal warren away from extreme prejudices, where you could experience all the benefits of society without the threat of hunters.

It's possible that you were instead bitten or blessed at an older age. Or did you come into your supernatural powers of shapeshifting through other means entirely? You might have stumbled upon a mysterious animal statue and kept it on you until a moment of dire need, when the latent magic coursed through you and introduced you to your new powers. Or perhaps you have always held an affinity for the moon, and the longer you spent under moonlight the more you noticed this strange surge of energy brewing in your body.

Regardless, you strive for progress. Whether your peers share or understand your powers has no bearing on how you use and hone your skills.

Modifying the Wererabbit

You might take this class as is; your alternate forms that of giant and hybrid rabbits, or your beast side may instead be some other small and dexterous animal. In that case, replace every instance of the word rabbit with the name of your chosen beast.

Some other beasts, like foxes and spiders, may retain the burrowing feature of the alternate form's features. Some may require more modification to fit a beast which cannot plausibly burrow. For example, a werecrow might have a flying speed instead, which leaves patches of feathers or fog or darkness behind whenever they take flight. Conversely, a wereoctopus might instead have a swimming speed and an ability to drop puddles of water. Discuss options with your DM, keeping in mind that this entire thing still requires playtesting. :)

Wererabbit v1 | chameleonwren
The Wererabbit


Level Proficiency
Bonus
Features
1st +2 Moonkin, Beast Form
2nd +2 Vitality, Hybrid Form
3rd +2 Herd Type, Improved Critical
4th +2 Ability Score Improvement
5th +3 Extra Attack, Run Circles
6th +3 Herd feature
7th +3 Lunar Body
8th +3 Ability Score Improvement
9th +4 Regenerate Stronger
10th +4 Herd feature
11th +4 Herd Instinct
12th +4 Ability Score Improvement
13th +5 Slam Down
14th +5 Herd feature
15th +5 Superior Critical
16th +5 Ability Score Improvement
17th +6 Victory Lap
18th +6 Hop Like Mad
19th +6 Ability Score Improvement
20th +6 Herd Honcho

Quick Build

You can make a wererabbit quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the outlander background.

Class Features

As a wererabbit, you gain the follow class features.

Hit Points

Hit Dice: 1d4 per wererabbit level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) per wererabbit level above 1st

Proficiences

Armor: Light armor, shields
Weapons: Simple weapons, natural weapons, and shortswords
Tools: Thieves' tools, Disguise kit

Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Insight, Investigation, Nature, Perception, Stealth, Sleight of Hand, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shield or (b) any simple melee weapon
  • (a) a spear or (b) a sling and 20 ammunition
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Studded leather armor, a shortsword, and thieves' tools

Moonkin

Starting at 1st level, you can spend a minute communing with the moon and beckoning forth the friendly spirits of moon rabbits. You can do this during the day or night. You summon four, small spectral rabbits who each have 1 HP and will remain alert for any signs of danger. You can communicate with the rabbits as if you cast Speak with Animals, and they can fulfill basic commands such as “search for [something]” or “perform a short play”. After 8 hours they must return to the moon and their forms will dissipate.

Each rabbit can watch over a 25-foot cube and will repeatedly stomp a foot on the ground to alert you whenever a dangerous Tiny or larger creature touches or enters the watched area. You can designate which creatures don’t count as “dangerous”. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a stomp/knock in your mind if you are within 5 miles of the warded area. This stomp awakens you if you are sleeping.

An audible alarm produces the sound of a little rabbit feet stomping rapidly.

You can use this feature once per short or long rest.

Resting with moon rabbits on guard wards away nightmares, helping you rest peacefully. In campaigns tracking stress, resting with moon rabbits nearby grants a stress reduction modifier equal to the number of rabbits on alert until you take your next rest.

As you advance in this class, the number of summons will increase to five at level 9, six at level 13, and eight at level 17.

At 11th level, your connection to the rabbits is strong enough that, once a week, they can prepare a Heroes’ Feast of assorted fruits, mochi, rice cakes and other rice dishes.

Beast Form

Also at 1st level, you have a natural secondary form in the shape of a larger-than-average rabbit. As an action on your turn you can polymorph between humanoid and beast form.

You can use this feature a number of times equal to your Constitution modifier (minimum 1). Morphing from beast form to humanoid form also expends a use of this feature. You regain expended uses when you finish a long rest.

You can stay in your beast form indefinitely.

When you roll to recover hit dice in your humanoid form, you choose whether your beast form or your humanoid form recovers those hit dice.

If your humanoid form reaches 0 hit points you will automatically revert to your beast form, but if your beast form is already at 0 hit points you fall unconscious and roll saving throws as normal. If your beast form is at 0 hit points you cannot transform into it.

Wererabbit v1 | chameleonwren

Your wererabbit level determines your beast form, as shown on the Beast Forms table.

Beast Forms
Wererabbit
Level
Beast Form Proficiency
Bonus
1st-3rd Giant Rabbit +2
4th-7th Dread Rabbit +3
8th-12th Dire Rabbit +4
13th-18th Ruin Rabbit +5
19th-20th Mega Bunny +6

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the rabbit. You retain your alignment, personality, and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the rabbit. If the rabbit has the same proficiency as you and the bonus in its stat block is higher than yours, use the rabbit’s bonus instead of yours.
  • When you transform, you assume the new form's hit points and Hit Dice. Your humanoid form retains hit points and Hit Dice when you transform, and your beast form retains hit points and Hit Dice when you return to your humanoid form.
  • Hit points and Hit Dice reset upon completing a long rest.
  • If your beast form reaches 0 hit points you will automatically revert to your humanoid form. If your humanoid form is already at 0 hit points, you fall unconscious and roll death saving throws as normal.
  • If you revert as a result of dropping to 0 hit points, any excess damage carries over to your alternate form. As long as the excess damage doesn’t reduce your alternate form to 0 hit points, you aren’t knocked unconscious.
  • When you roll to recover hit dice you subtract from the beast form's dice pool, but you choose whether your beast or humanoid form recovers those hit points.
  • You can’t cast spells, speak, or take any action that requires hands in your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell you have already cast.
  • Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. Any special senses are lost unless the beast form also has them.
  • You retain any benefits from spells or rituals cast on you.

Vitality

At 2nd level, you can heal your wounds as they are inflicted. Whenever you take slashing, piercing, or bludgeoning damage that isn’t from a silvered weapon, you can use your reaction to roll 1d4 per Wererabbit level and subtract the result from the incoming damage total.


Giant Rabbit

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Dice 1d4 per wererabbit level
  • Hit Points 5 +4 per wererabbit level above 1st
  • Speed 35 ft., burrow 10ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13

Keen Senses. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Kick. Melee Weapon Attack: +4 to hit, one target. Hit: 2d4+2 bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +3 to hit, one target. Hit: 1d8+1 piercing damage.


Dread Rabbit

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Dice 1d4 per wererabbit level
  • Hit Points 5 +4 per wererabbit level above 1st
  • Speed 40 ft., burrow 15ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 9 (-1) 13 (+1) 9 (-1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14

Keen Senses.

Ravager. Burrowing close to the Earth's surface creates rocky, difficult terrain.

Actions

Kick. Melee Weapon Attack: +6 to hit, one target. Hit: 3d4+3 bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 1d8+2 piercing damage.

Wererabbit v1 | chameleonwren

Dire Rabbit

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Dice 1d4 per wererabbit level
  • Hit Points 6 +5 per wererabbit level above 1st
  • Speed 45 ft., burrow 20ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Skills Perception +6
  • Senses darkvision 90 ft., passive Perception 16

Keen Senses. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Ravager. Burrowing close to the Earth's surface creates rocky, difficult terrain.

Slippery Rabbit. Attacks of opportunity against the rabbit are made at disadvantage.

Actions

Kick. Melee Weapon Attack: +8 to hit, one target. Hit: 4d4+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 2d8+2 piercing damage.


Ruin Rabbit

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Dice 1d4 per wererabbit level
  • Hit Points 6 +5 per wererabbit level above 1st
  • Speed 50 ft., burrow 25ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 15 (+2) 11 (+0) 15 (+2) 11 (+0)

  • Skills Perception +7
  • Senses darkvision 90 ft., passive Perception 17

Keen Senses.

Ravager.

Slippery Rabbit.

Burrowing Bus. The rabbit can carry up to 8 medium creatures on its back while it burrows.

Actions

Kick. Melee Weapon Attack: +10 to hit, one target. Hit: 5d4+5 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +8 to hit, one target. Hit: 2d8+3 piercing damage.



Mega Bunny

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Dice 1d4 per wererabbit level
  • Hit Points 7 +6 per wererabbit level above 1st
  • Speed 55 ft., burrow 30ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 16 (+3) 12 (+1) 16 (+3) 12 (+1)

  • Skills Perception +9
  • Senses darkvision 120 ft., passive Perception 19

Keen Senses. The megabunny has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Ravager. Burrowing close to the Earth's surface creates rocky, difficult terrain.

Burrowing Bus. The mega bunny can carry up to 12 medium creatures on its back while it burrows.

Find the Finish Line. The mega bunny can reliably track the smell of its infant's fur over any distance.

Slippery Rabbit. Attacks of opportunity against the rabbit are made at disadvantage.

Actions

Kick. Melee Weapon Attack: +12 to hit, one target. Hit: 6d4+6 bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +10 to hit, one target. Hit: 2d8+4 piercing damage.

Smother. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 2d8+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be grappled and restrained.

Wererabbit v1 | chameleonwren

Hybrid Form

When you reach 2nd level, you have learned from the moon and can shift half-way between your two forms. As a bonus action on your turn you can polymorph into or out of a hybrid rabbit-humanoid form. You can use this feature twice. You regain your charges after a short rest. You can remain in hybrid form for a number of hours equal to half of your wererabbit level (rounded down).

While in Hybrid Form, the following rules apply:

  • You can choose whether your equipment falls to the ground in your space, merges into your hybrid form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the hybrid form to wear a piece of equipment, based on the equipment’s shape, function, and size.
  • Your equipment doesn't change size or shape to match the hybrid form, and any equipment that the hybrid form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • When you transform, you assume the wererabbit's hit points and Hit Dice. Your previous form retains its hit points when you transform. If you reach 0 hit points while in wererabbit form, you will automatically revert to whichever form has the highest hit points between your beast and humanoid forms.

Hybrid Precision

(Hybrid Form only)

While in Hybrid Form, your melee attacks are blessed with supernatural accuracy. Ask your DM about the moon phase when starting a session. You gain a bonus to hit according to the table below.

Wererabbit level New Moon Crescent Moon Gibbous Moon Full Moon
1-4 +0 +0 +1 +2
5-9 +0 +1 +2 +3
10-14 +1 +2 +3 +4
15-19 +2 +3 +4 +5
20 +3 +4 +5 +6


Wererabbit

Small humanoid (shapechanger), chaotic good


  • Armor Class 15 (natural armor)
  • Hit Points 4 +3 per wererabbit level above 2nd
  • Speed 30 ft., burrow 20ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 11 (+0) 10 (+0) 14 (+2) 8 (-1)

  • Skills Acrobatics +8, Stealth +8, Sleight of Hand +6
  • Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered
  • Senses passive Perception 15

Hybrid Precision: Your melee attacks gain a bonus to hit according to the moon phase.

Artful Hopper: You have advantage on Dexterity checks and Dexterity saving throws.

Liminal Body: When a source heals you, you can choose to let it heal your humanoid or beast form instead.

Rough Hide: You gain +10 to Dexterity (Stealth) checks made to hide in difficult terrain of your own creation.

Actions

Multiattack. When you take the Attack action and attack with your claws, you can take a second attack with your offhand claws. You add your Hybrid Precision modifier to both attack rolls and add your Dexterity modifier to the damage of the main hand attack but not the offhand attack unless that modifier is negative.

Claws. Melee Weapon Attack: 1d20 + Dexterity modifier + Proficiency bonus + Hybrid Precision modifier to hit, one creature. Hit: 1d4+4 slashing damage.

Bonus Actions

Burst of Speed: You put away any held items and get down on all fours to run faster. Your speed increases by 25ft and you do not provoke attacks of opportunity this way, but you cannot use your hands for anything else.

Reactions

Evasive Shift: Resist incoming damage by rapidly cycling between forms. Damage taken splits between your humanoid and beast forms instead of wererabbit form.

Herd Type

At 3rd level, you choose your role to aid the company you keep. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th.

Improved Critical

Beginning at 3rd level, your melee attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Wererabbit v1 | chameleonwren

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Run Circles

Also at 5th level, you begin to use your opponent’s failures against them. When an enemy misses an attack against you, you can use your reaction to move up to 25ft without provoking attacks of opportunity. You can use this feature a number of times equal to your Dexterity modifier (minimum 1) per short rest.

Lunar Body

At 7th level, you bond with your lunar body. Whenever you score a critical hit, you gain 2d4 temporary hit points. Additionally, your attacks in Hybrid form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


Quick Note on Temporary Hit Points

They don't stack.


Regenerate Stronger

At 9th level, you have perfected channeling moonlight into defensive energy. When you reduce incoming damage with your Vitality feature, you also heal that number of hit points.

Herd Instinct

Starting at 11th level, if an ally within 30ft of you is reduced 0 hit points, you can choose to impose a DC 10 Constitution saving throw. If they succeed, your ally instead drops prone on 4 hit points. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Slam Down

At 13th level, you can use a bonus action to slam the ground beneath you, shattering the surface and creating difficult terrain where you stand. Any hostile creature within 10ft of you must succeed on a Dexterity saving throw to maintain their footing, or be pushed 10ft away from you and be knocked prone. On a success the target remains standing and loses half of its movement.

DC = 8 + your Proficiency mod. + your Strength mod.

Superior Critical

Starting at 15th level, your melee attacks score a critical hit on a roll of 18-20.

Victory Lap

Beginning at 17th level, you can take an additional reaction each round.

Hop Like Mad

At 18th level, your hopping stomps pack a heavy wollop. When you score a critical hit against a melee target, you can use a bonus action to hop around madly and kick all nearby enemies. You can target any number of creatures within 10ft of you or the first target, rolling an individual attack against each target. If you reduce a creature to 0 hit points this way you can immediately use this feature again as a free action without expending a use. You can use this feature twice per long rest.

Herd Honcho

At 20th level, your melee attacks score a critical hit on a roll of 17-20.

Herds

Wererabbits crave a large community and strength in numbers. They naturally gather in groups to live alongside many neighbors and friends and find rich fulfillment in supporting their society. Some Wererabbits prefer the company of beasts and wilderness over that of towns and city folk. Others find comfort in the diversity of civilization.

Herd of Rising Force

Champions of the Moon.

Swift Shift

Beginning when you choose this herd at 3rd level, you can transform into and out of Beast Form as a bonus action.

Moonkin Missile

Starting at 3rd level, the moon rabbits you summon with Moonkin will happily follow you into combat. They manifest with bodies composed of pure magical force for the 8 hour duration. As a bonus action on your turn, you can fire any number of the force rabbits at a creature of your choice that you can see within 120ft of you. Each force rabbit deals 1d4+1 force damage to its target, and each creature within 5ft of a hit target must succeed on a Strength saving throw or be forced to move 5ft directly away from the target and be knocked prone.

DC = 8 + your Proficiency bonus + your Wisdom modifier

If you are in your Hybrid form when you fire these, you also add your Hybrid Precision modifier to the attack but not to the damage.

Jump Over The Moon

At 10th level, you can pull yourself closer to the moon when you jump. You can use a bonus action to jump with supernatural force, effectively gaining a 30ft fly speed until you land. You can use this feature twice per long rest.

Wererabbit v1 | chameleonwren

Draping Moonlight

Beginning at 14th level, you can channel the gravitational force of the moon. As a bonus action on your turn, supernatural force disrupts all incoming missiles. All ranged attacks against you have disadvantage until the beginning of your next turn. You can use this feature once per short rest.

Herd of Weaving Psyche

Tricksters.

Regular Humanoid

Starting when you choose this herd at 3rd level, your wererabbit form has a less startling image. When you transform into hybrid form, you can choose to take on the appearance of a regular halfling, gnome, or other small humanoid instead of your usual hybrid form.

Bonus Proficiency

Also at 3rd level, you gain proficiency with Forgery kits.

Channel Moonlight

At 6th level you gain resistance to psychic damage. Additionally, whenever you take psychic damage, you can choose to restore 1d8 hit points to yourself or to one creature within 25 feet of you.

Psychic Connection

At 10th level, you can telepathically communicate with any creature within 120ft of you. You can chose to inflict damage this way once per long rest, imposing a Wisdom saving throw on the creature. On a failed save the target takes 4d4 psychic damage and is Confused until its next turn.

DC = 8 + your Proficiency bonus + your Wisdom modifier

Watchful

Also at 10th level, you have outwitted so many master hunters that you know every little trick in the book. You could elude any tracker. Any attempts to hide from you are made at a disadvantage. Your passive Perception increases by +10.

Burt

At 14th level you can summon an illusory moon in a space you can see within 60 feet of you. It reflects bright light in a 20ft radius directly into your enemies eyes. Hostile creatures in the moon's radius must make a Constitution saving throw or be Blinded until their next turn. You can move the moon 20ft as a bonus action, forcing any creatures inside its radius to repeat the saving throw.

The moon persists for one minute. You can summon this moon once per long rest.

Herd of Gnawing Ward

Wardens against magic users.

Anti-magic Fur

Starting when you choose this herd at 3rd level, you gain a +2 AC bonus against magic spell attacks and you roll saving throws against magical effects with advantage. This feature applies to all of your forms, even if you do not have fur.

Snorzerus

At 6th level, you learn to shift off lingering magic. When you transform as a deliberate action, you can choose to end one condition or spell effecting you.

Counterspurn

Beginning at 10th level, your senses have become finely attuned to the sights, sounds and scents made by casting spells. When you see, smell, or hear a creature within 25 feet of you cast a spell, you can use your reaction to leap toward them and disrupt their cast. The target must roll a Concentration check to keep their spell, with a DC = 8 + your Proficiency bonus + your Strength or Constitution modifier (you choose), otherwise the spell fails.

Consume Magic

At 14th level, you can dispel magic as an action. Choose one creature, object, or magical effect within range. Any cantrip on the target ends. For each spell of 1st level or higher on the target, make an ability check using your Wisdom modifier. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

When you successfully dispel a spell this way, or by countering it with your Counterspurn ability, your next melee attack deals 1d6 additional force damage for each level of the spell you countered.

Wererabbit v1 | chameleonwren
 

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