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Second Edition

ANCESTRIES UNLEASHED:

RABBITFOLK
BY LUIS LOZA
Zena Grells (Order #42460043)
ANCESTRIES UNLEASHED:
RABBITFOLK
Author: Luis Loza
Artwork: Penflower Ink (Tom Fummo),
Sheppi Rodriguez

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Ancestries Unleashed: Rabbitfolk © 2021 by Novacat Games

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RABBITFOLK
Rabbitfolk are curious people who have a knack for getting
into and out of trouble. They are especially sociable and keep
close friends. In combat, they use their wit and agility to
maneuver around foes and avoid dangers.
Rabbitfolk are a clever people known for their ability
to get out of danger using their wiles or their agility.
PHYSICAL DESCRIPTION
Rabbitfolk are tall, lithe beings with long ears, whiskers,
They have an innate curiosity that can sometimes and short tails. Their short fur typically runs shades of
get them into trouble. They like to set out into the white, gray, brown, and black. Most rabbitfolk stand a
world to find new experiences to better understand little more than 5 feet tall from their feet to the top of
the world and the people that inhabit it. Rabbitfolk their heads. Rabbitfolk ears add some extra height, with
believe that a pursuit of knowledge is helpful in their most ears spanning a few inches in length and some ears
way of life and will often share the knowledge they reaching as tall as one foot. Not all rabbitfolk ears stand
learn with loved ones. tall, however, and some rabbitfolk instead have ears that
Rabbitfolk are curious and clever humanoids flop down against their head.
that are prone to fits of exploration and discovery. Rabbitfolk age at a similar rate to humans, save that
Their curiosity is supported by an almost lack of infant rabbitfolk can walk after only a few months. Most
social inhibitions. They have no issue or shame rabbitfolk can live to be up to 80 years of age. Thanks
with asking questions that others would consider to their thinner frames, most rabbitfolk weigh the same
foolish or rude. Additionally, this curiosity instills a as humans of similar, lean builds. Rabbitfolk clothing
desire to seek out new experiences, a desire that can is typically form fitting and light to allow for the
sometimes be detrimental. Most rabbitfolk have a greatest range of movement, though older rabbitfolk
tale of a friend or relative that ended up getting hurt tend toward looser clothing. Rabbitfolk forgo footwear,
or worse simply because they “might be the first instead relying on their own bare feet through most
rabbit that ever did it.” terrain. These feet develop hard pads that can defend
This propensity for danger is mitigated by a against the elements as well as any shoe.
rabbitfolk’s speed and agility. This feature, combined with
their ability to quickly recognize danger, allows many
rabbitfolk to elude harm, even in situations that would SOCIETY
be dire to most others. The rabbitfolk habit of escaping Known to themselves as malivars, rabbitfolk are a
danger has earned them a reputation for being thrill generally sociable people. Community is central to
seekers and trouble makers. rabbitfolk culture. Malivar settlements have fluid social
If you want to play a character who is always wanting dynamics where most rabbitfolk share in aspects of
to learn, outgoing, and quick of wit and foot, you should each other’s lives. Rabbitfolk children visit and stay at
play a rabbitfolk. other homes for extended periods of times, whether
or not they have any relation. Homes will include two
or three malivar families at once, each sharing in their
YOU MIGHT... resources. At any given time, a rabbitfolk home might
• Have an almost insatiable desire to learn. have several outsiders including other rabbitfolk from the
• Allow your curiosity to lead you into dangerous situations. same settlement, traveling rabbitfolk, and outsiders of
• Analyze situations to put you at the greatest advantage. other ancestries. This constant intermingling reinforces
cooperation among malivar communities.
OTHERS PROBABLY... The common rabbitfolk curiosity pushes many
• Consider you fickle and erratic. rabbitfolk toward scholarly pursuits. Researchers,
• Believe that you have multiple solutions to every teachers, and chroniclers are common among rabbitfolk.
problem and answer to every situation. Rabbitfolk tend to keep written and oral histories
• Assume you will provide unwanted facts and details, that contain entire generations worth of knowledge.
even when not prompted. This practice is common among rabbitfolk of all kinds,

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regardless of vocation. Rabbitfolk farmers keep decades leanings toward chaos or law, as their intermingling
of weather patterns, cooks have hundreds of recipes, societies require an understanding of unwritten
and warriors keep chronicles of great battles and social rules, but these same social rules constantly
specific tactics. bend and change as families grow and shrink. Even
Other ancestries sometimes have trouble keeping rabbitfolk with an affinity toward neutrality or evil
up with malivars. A rabbitfolk’s mind is constantly have a close-knit group of allies. Rare is the rabbitfolk
changing focus and keeping track of multiple lines of without friends.
thought at once, which can make discussions with a Due to their curiosity, many rabbitfolk worship gods
rabbitfolk difficult. To a rabbitfolk, the multitude of of knowledge or creativity. They also worship gods of
ideas is easy enough to sort out in the moment, but travel or luck to aid them in their journeys of discovery.
to others it can feel like a chaotic mess of disparate Rabbitfolk focused on cooperation also tend to follow
thoughts with no obvious connections. This experience gods of aid, community, and healing.
can lead many non-rabbitfolk to believe that rabbitfolk
are people incapable of focusing on a single task. In
reality, most rabbitfolk like to approach a given goal
NAMES
Newborn rabbitfolk don’t receive individual names. Instead,
from multiple angles and consider several possibilities an entire litter will receive a title such as “Warren Swarm,”
for success. “Little Stars,” or “Seedlings.” The members of the litter learn
to respond as a group to the title until they grow to be old
ALIGNMENT AND RELIGION enough to travel unsupervised within their own settlement,
Rabbitfolk are inclined to help others and consider usually at three or four years of age. At this point, the
ways in supporting their close friends. As a result, community provides possible names to the parents based
many rabbitfolk are good. They have no particular on what the individual rabbitfolk inspires among their
neighbors.
Ultimately, the parent and child work together to
choose two names, their “life” name and their “warren”
name. The child chooses the life name that best fits
their perception of themselves and is prone to change
throughout a lifetime. The warren name is similar to a
family name or surname and most parents choose the
same warren name for all of their children, though a
warren name might differ in cases where a rabbitfolk
seems more at home with other families.

SAMPLE NAMES
Alpo, Burrow-blade, Charrniss, Greensong, Hallind,
Lightfoot, Mossfer, Nulaniss, Rontor, Snowcharm, Tallim,
Youngmoon

RABBITFOLK HERITAGES
The rabbitfolk desire to explore has led them to the far
reaches of the world and allowed them to adapt to many
environments. Choose one of the following rabbitfolk
heritages at 1st level.

ARCTIC RABBIT
You live among the frozen regions of the world and
developed a resilience against frigid environments, granting
you cold resistance equal to half your level (minimum 1).
You treat environmental cold effects as if they were one step
less extreme (incredible cold becomes extreme, extreme
cold becomes severe, and so on).

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BRUSHBOUND RABBIT HIT POINTS
You grew up hunting among high grasses and thick underbrush, developing 8
a knack for fighting in low-visibility environments. You need only a
successful DC 3 flat check when targeting a concealed creature and a SIZE
successful DC 9 flat check when targeting a hidden creature. Medium

DEEP RABBIT SPEED


Your ancestors lived in warrens that tunneled deep into the ground, much 30 feet
further than those of other rabbitfolk, granting you the ability to see in the
dark. You gain darkvision. ABILITY BOOSTS
Dexterity
DESERT RABBIT Intelligence
Free
You are a native to the arid regions of the world and can stand the harsh
weather that comes with life in these hot environments. You gain fire
resistance equal to half your level (minimum 1), and environmental heat ABILITY FLAW
effects are one step less extreme for you (incredible heat becomes extreme, Wisdom
extreme heat becomes severe, and so on).
LANGUAGES
SPRINGING RABBIT Common
Rabbitfolk
You’ve developed powerful legs capable of leaping great distances. When
Additional languages equal to your
Leaping horizontally, you move an additional 5 feet. You don’t automatically
Intelligence modifier (if it’s positive).
fail your checks to High Jump or Long Jump if you don’t Stride at least 10
Choose from Dwarven, Elven, Gnomish,
feet first. In addition, when you make a Long Jump, you can jump a distance
Halfling, Sylvan, Undercommon, and
up to 10 higher than your Athletics check result, though still with the
any other languages to which you
normal maximum of your Speed.
have access (such as the languages
prevalent in your region).
TRICKSTER RABBIT
You grew up near fey and learned to appreciate their love of mischief, TRAITS
earning their blessing in return. Choose either dancing lights, ghost sound, Humanoid
mage hand, prestidigitation, sigil, or tanglefoot. You can cast the chosen Rabbitfolk
cantrip as a primal innate spell at will. A cantrip is heightened to a spell
level equal to half your level rounded up.
In addition, you gain a +2 circumstance bonus to saving throws against
LOW-LIGHT VISION
You can see in dim light as though it
effects from fey creatures.
were bright light, so you ignore the
concealed condition due to dim light.
WARRENBOUND RABBIT
You spent a lot of your early years among warrens, allowing you to move
between these tunnels with ease. You gain the Quick Squeeze feat as a bonus
feat, even if you aren’t trained in Acrobatics. Tight spaces not tight enough to
require the Squeeze action aren’t difficult terrain for you.

ANCESTRY FEATS
The following feats are available to rabbitfolk characters.

1ST LEVEL
EXCEPTIONAL EARS FEAT 1
Rabbitfolk
Your hearing is extremely accurate. As long as you can hear normally,
you can use the Seek action to sense undetected creatures in a 60-foot

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cone instead of a 30-foot cone. You also gain a +2 weapons. For you, martial rabbitfolk weapons are
circumstance bonus to locate undetected creatures simple weapons and advanced rabbitfolk weapons
that you could hear within 30 feet with a Seek action. are martial weapons.

FAST FEET FEAT 1 STRONG TEETH FEAT 1


Rabbitfolk Rabbitfolk
You have a spring in your step. Your Speed increases by You have a formidable bite. You gain a jaws unarmed
5 feet. strike that deals 1d6 piercing damage. Your jaws are
in the brawling group and have the agile, finesse, and
HOP UP [free-action] FEAT 1 unarmed traits.
Rabbitfolk
Trigger You begin your turn. 5TH LEVEL
Requirements You are prone.
With a quick hop, you get back on your feet. You Stand. ANTICIPATE AMBUSH [free-action] FEAT 5
Rabbitfolk
INSTINCTIVE DODGE [free-action] FEAT 1 Trigger You roll initiative.
Fortune Rabbitfolk You’ve learned to be ready for anything and begin to
Frequency once per day jump out of, or into, the fray at the first sign of danger.
Trigger You fail a Reflex saving throw. You Stride up to half your Speed.
Your instincts kick in to try to move you out of the way
of danger. You can reroll the triggering check and use DEADLY BITE FEAT 5
the better result. Rabbitfolk
Prerequisites Strong Teeth or you have a jaws unarmed
LIGHT FEET FEAT 1 strike
Rabbitfolk Your bite is especially dangerous. Your jaws Strike deals
You use your precise movement to sneak around with 1d4 persistent bleed damage on a critical hit.
great ease. You can move 5 feet farther when you take
the Sneak action, up to your Speed. EXCEPTIONAL LEAPS FEAT 5
In addition, as long as you continue to use Sneak Rabbitfolk
actions and succeed at your Stealth check, you don’t You can jump great distances. When you make a Long
become observed if you don’t have cover or greater Jump, you can jump a distance up to 10 higher than
cover and aren’t concealed at the end of the Sneak your maximum Speed, though you still have to succeed
action, as long as you have cover or greater cover or at your Athletics check to successfully jump that far.
are concealed at the end of your turn.
MIGHTY JUMP [two-actions] FEAT 5
RABBITFOLK LORE FEAT 1 Rabbitfolk
Rabbitfolk You throw yourself into a powerful leap with reckless
Your life among rabbitfolk has taught you how to abandon. You make a Long Jump and double the
navigate complex social structures and honed your result of your check. You can Leap up twice your
instincts to avoid trouble at a moment’s notice. You Speed with this jump. When you land, you fall prone.
gain the trained proficiency rank in Acrobatics and You can instead spend 3 actions to make a more
Society. If you would automatically become trained powerful jump that allows you to Leap up to triple
in one of those skills (from your background or your Speed.
class, for example), you instead become trained in
a skill of your choice. You also become trained in
Rabbitfolk Lore.
HONED INSTINCTS FEAT 5
Rabbitfolk
Prerequisites Instinctive Dodge
RABBITFOLK FAMILIARITY FEAT 1 Your instincts help you out in all kinds of situations. You
Rabbitfolk can trigger Instinctive Dodge when you fail or critically
You favor weapons that let you attack with quick fail a Fortitude or Will saving throw in addition to Reflex
strikes. You are trained with the hatchet, light saving throws. You still can use Instinctive Dodge only
hammer, sickle, shortsword, and starknife. In once per day.
addition, you gain access to all uncommon rabbitfolk

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RABBITFOLK PRECISION FEAT 5 You recognize incoming danger and try to move your
Rabbitfolk ally away from trouble. The triggering ally Steps
Prerequisites Rabbitfolk Familiarity and can roll twice and take the better result on the
You know how to make the most of your weapons and triggering saving throw.
your attacks can be especially harmful. Whenever
you critically hit using a hatchet, light hammer, sickle, UNDERBRUSH WARRIOR FEAT 9
shortsword, starknife, or a rabbitfolk weapon, you Rabbitfolk
apply the weapon’s critical specialization effect. Your experience with fighting among forests, tall
grasses, and other natural features allows you
WOODLAND ALLY FEAT 5 to use these features to your advantage. When
Rabbitfolk you’re in difficult terrain from an environmental
You’ve befriended a woodland creature, which feature, you can Take Cover, even if the feature
becomes magically bonded to you. You gain a familiar. wouldn’t ordinarily be large enough for you to
The type of creature is up to you, but one of its abilities Take Cover.
must always be a burrow Speed or climb Speed.

9TH LEVEL
BOUNDING STEP [one-action] FEAT 9
Rabbitfolk
You make a few quick, guarded hops. You Step 5 feet twice.

GUIDING INSTINCTS FEAT 9


Rabbitfolk
Prerequisites Instinctive Dodge
Your instincts help you spot danger and aim your
attacks. You can use Instinctive Dodge twice per
day: once in response to its normal trigger, and
once when you fail a Perception check or attack
roll instead of the normal trigger.

LAST SECOND DODGE [reaction] FEAT 9


Rabbitfolk
Frequency once per day
Trigger You would take bludgeoning, piercing, or
slashing damage.
Your instincts kick in to move you away from an
attack and lessen the blow. You gain resistance
equal to your level to the triggering damage type,
which applies against the triggering damage.
If you have the Instinctive Dodge feat, you can use Last
Second Dodge without expending a usage of the reaction
for the purpose of the feat’s Frequency limit. Instead, the
usage counts toward your number of Instinctive Dodge
uses per day (or hour if you have the Exceptional Instincts
feat), as if you had used that feat instead.

LOOK OUT! [reaction] FEAT 9


Fortune Manipulate Rabbitfolk
Frequency once per day
Trigger An adjacent ally is about to attempt a saving
throw.

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13TH LEVEL QUICK DODGE [reaction] FEAT 17
Rabbitfolk
GREAT LEAPER FEAT 13 Trigger A creature misses you with a melee attack.
Rabbitfolk You steer clear of the attack and move past your foe.
Your powerful legs allow you to jump great distances. Stride up to your Speed. This movement doesn’t trigger
You double the distance you travel when you Leap movement-based reactions from the creature that
horizontally. When you make a Long Jump, you can missed you.
jump a distance up to twice your Speed. If you use the
Mighty Jump feat, you can jump a distance up to three
times your Speed (or four times your Speed if you use 3
RABBITFOLK WEAPONS
Rabbitfolk typically use lighter weapons that allow them
actions with Mighty Jump).
to take advantage of their agility. This includes the likes
of smaller axes, hammers, and swords as well as smaller
WARREN ROVER  FEAT 13 ranged weapons like shortbows. Rabbitfolk have also
Rabbitfolk developed a few weapons of their own design, which are
You’ve lived long enough among your home or presented here.
the home of other rabbitfolk that you’ve grown
accustomed to moving easily in these areas. When you
gain this feat, you can choose to gain either a burrow
Speed of 15 feet or a climb Speed of 20 feet.

RABBITFOLK EXPERTISE FEAT 13


Rabbitfolk
Prerequisites Rabbitfolk Familiarity
Your quick reflexes blend with your combat skill,
granting you an even greater control over rabbitfolk
weapons. Whenever you gain a class feature that
grants you expert or greater proficiency in a given
weapon or weapons, you also gain that proficiency in
the hatchet, light hammer, sickle, shortsword, starknife,
and all rabbitfolk weapons in which you are trained.

17TH LEVEL
BATTLE REFLEXES FEAT 17
Rabbitfolk
You move with an unmatched speed as you first
enter combat. You are quickened for 1 round after
rolling initiative. You can use this extra action to
Step, Stride, or Strike.

EXCEPTIONAL INSTINCTS FEAT 17


Rabbitfolk
Prerequisites Instinctive Dodge
Your instincts constantly help you to avoid danger.
You can use Instinctive Dodge once per hour,
rather than once per day. If you have Guiding
Instincts, you can still use Instinctive Dodge when
you fail a Perception check or attack roll only once per
day (though you can use it within the same hour that you
used Instinctive Dodge). Additionally, you can use Look
Out! once per hour, rather than once per day, though
this takes your hourly use of Instinctive Dodge as well.

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WEAPON TRAITS Type bouncing; Level 3; Price 55 gp
Rabbitfolk weapons can have the following traits. Type greater bouncing; Level 8; Price 475 gp
Dashing: The weapon benefits from a lead-up run The weapon rebounds toward an enemy within 20
before thrown. If you moved at least 10 feet on the action feet of the original and you do not have a penalty
before your attack, add a circumstance bonus to damage when making a Strike against the second target.
for that attack equal to the number of damage dice for the
weapon. In addition, if you moved at least 10 feet on the DIGGER’S MITTS ITEM 8+
action before your attack, you treat the weapon’s range Invested Magical Transmutation
increment as 10 feet farther. Usage worn gloves; Bulk L
Rabbitfolk: Rabbitfolk craft and use these weapons. These thick leather gloves are shaped to resemble the
claws of a mole or other digging creature. The mitts
WARREN KNIFE ITEM 0 function as a shovel when brought together, allowing
Uncommon Agile Dashing Finesse you to dig through dirt. While wearing the mitts, you can
Rabbitfolk Thrown 10 Ft. Versatile (S) make claw Strikes. Claw strikes are unarmed attacks
Price 1 gp that deal 2d4 piercing damage, have the agile and
Usage held in 1 hand; Bulk L finesse traits, and are in the brawling weapon group.
Warren knives are specialized blades shaped to fly Activate [two-actions] envision, Interact; Frequency once per
moderate distances through the air. Rabbitfolk use day; Effect The claws become stronger than steel,
their speed to give their warren knives an extra bit of allowing you to dig through dirt with ease. You
power and distances when they throw them. It deals gain a 5-foot burrow speed for 1 minute.
1d4 piercing damage. A warren knife is a martial melee Type digger’s mitts; Level 8; Price 450 gp
weapon in the knife weapon group. Type greater digger’s mitts; Level 14; Price 4,000 gp
Your claw strikes deal 3d4 piercing damage. When
WARREN SPADE ITEM 0 you activate the claws, you gain a 15-foot burrow
Uncommon Agile Rabbitfolk Sweep speed and imprecise tremorsense out to 15 feet.
Versatile (B) Type major digger’s mitts; Level 20; Price 65,000 gp
Price 1 gp Your claw strikes deal 4d4 piercing damage. When
Usage held in 1 hand; Bulk L you activate the claws, you gain a 25-foot burrow
A warren spade is a specialized digging tool that rabbitfolk speed and imprecise tremorsense out to 30 feet.
use to dig out their warrens and the tunnel networks that Your burrow speed allows you to dig through rock in
connect these homes. They resemble a large spade, though addition to dirt, sand, and other loose materials.
they are still smaller than a standard shovel. The smaller
size allows a rabbitfolk to dig out a cramped tunnel without SPRINGING BOOTS ITEM 2+
the need for a large range of movement. It deals 1d6 Invested Magical Transmutation
slashing damage. A warren spade is a martial one-handed Usage worn shoes; Bulk L
melee weapon in the axe weapon group. These light shoes are made from cloth and feature a
thick cushion that helps with jumping. These boots
give you a +1 item bonus to Athletics checks to
MAGIC ITEMS High Jump and Long Jump. In addition, you don’t
Rabbitfolk use some of the following magic items. automatically fail your checks to High Jump or Long
Jump if you don’t Stride at least 10 feet first. Finally,
BOUNCING RUNE 3+ you treat falls as 10 feet shorter.
Evocation Magical Type lesser springing boots; Level 2; Price 35 gp
Usage etched onto a thrown weapon Type springing boots; Level 7; Price 340 gp
When you make a thrown Strike with this weapon, it The bonus to High Jump and Long Jump is +2 and you
immediately rebounds toward another enemy within 10 treat falls as 25 feet shorter.
feet of the original target. Make an additional Strike against Type greater springing boots; Level 12; Price 1,850
this second target at a –2 penalty. Both attacks count gp
toward your multiple attack penalty, but the penalty doesn’t The bonus to High Jump and Long Jump is +3 and you
increase until after you’ve made both attacks. If the weapon treat falls as 50 feet shorter.
also has a returning rune or your thrown attacks have some Type major springing boots; Level 17; Price 14,000 gp
other way of returning to your hand, the weapon makes its The bonus to High Jump and Long Jump is +4 and you
rebound Strike first before returning to you. treat falls as 100 feet shorter.

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