Harengon Guide 5e

Published on March 12, 2022, Last modified on December 27th, 2022

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What is this guide?

This guide is meant to give you an idea of whether or not the harengon will be right for your 5e character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your harengon. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Harengon in 5e?

Source: The Wild Beyond The Witchlight

Harengon are bipedal rabbitfolk that originated in the Feywild. Eventually, their free-spirited nature led them to other planes of existence where they have settled and lost some of the influence the Feywild had on their biology. The haregon’s rabbit-like features, such as their tall ears and long feet, allow them to perceive danger and react quickly. While they typically walk to get around, they are known to use their rabbit-like feet to hop long distances when threatened.

Harengon 5e Traits

Size: Being able to choose between Small and Medium allows you to fine-tune your build. Looking to go for a heavy weapon-weilding barbarian? Medium is the way to go. Wanting to lean a bit more to the stealthy side of things? Small size might be right for you.

Hare-Trigger: Going first in initiative can create huge swings in combat, especially if you’re a caster that can lay down a big spell. Being able to add your proficiency modifier isn’t a huge bonus, but helps none the less.

Leporine Senses: Perception is one of, if not the most important skill in the game. A free proficiency here is never wasted.

Lucky Footwork: DEX saving throws are usually to save against nasty, damaging effects. Adding a d4 to a failed save isn’t a massive bonus as it results in an average of +2 to DEX saves. While the benefit isn’t overly large, it doesn’t require any resources beyond a reaction.

Rabbit Hop: This ability allows you to disengage and move 10 feet for the cost of a bonus action at 1st level. This is an excellent way to navigate the battlefield and will be used by casters looking to create distance between themselves and enemies as much as it will martials who are looking to close the gap between their targets.

Which 5e Classes Work With Harengon?

The harengon are an agile race and will benefit any build that’s looking for more battlefield movement options or a higher chance of going first in initiative.

Artificer: While all these abilities are "nice to haves", there is nothing here is particularly exciting for an artificer.

Barbarian: The harengon's abilities are quite synergistic to the barbarian's. Leporine Senses and Lucky Footwork go well with Danger Sense, Hare-Trigger goes well with Feral Instinct, and Rabbit Hop and compliment your Fast Movement to move around the battlefield.

Bard: Bard's will love being able to go first in initiative to drop a hypnotic pattern or other AoE debuff before the enemy gets a chance to react. They will also be able to make great use of the Rabbit Hop ability in order to avoid getting into melee combat with tankier enemies.

Cleric: The free proficiency in Perception will go well with your WIS modifier and the Rabbit Hop ability will provide a decent evasion opportunity for when you're caught in the thick of it.

Druid: The free proficiency in Perception will go well with your WIS modifier and the Rabbit Hop ability will provide a decent evasion opportunity for when you're caught in the thick of it.

Fighter: Going higher in initiative, avoiding AoE damage, and extra movement ability are all solid looks on a fighter.

Monk: The Perception proficiency will complement your high WIS modifier, and the extra movement options will allow you to flow around the battlefield like water. The Lucky Footwork ability will also give your Evasion ability a buff and help save you from even taking half damage.

Paladin: Going higher in initiative, getting a bit of extra perception, avoiding AoE damage, and some extra movement options are all things a paladin can work with.

Ranger: Rangers likely won't see a ton of benefits here, beyond the free Perception proficiency and some extra movement from Rabbit Hop.

Rogue: A bonus to initiative and Perception will never be wasted on a rogue. The Rabbit Hop ability will allow you to move around the battlefield freely, going wherever your Sneak Attacks will be most effective. The Lucky Footwork ability will also give your Evasion ability a buff and help save you from even taking half damage.

Sorcerer: A small bonus to initiative can help you drop a big AoE spell and the free disengages can help if you get caught in melee distance. While all these abilities are "nice to haves", there is nothing here is particularly exciting for an sorcerer.

Warlock: While all these abilities are "nice to haves", there is nothing here is particularly exciting for an warlock.

Wizard: A small bonus to initiative can help you drop a big AoE spell and the free disengages can help if you get caught in melee distance. While all these abilities are "nice to haves", there is nothing here is particularly exciting for an wizard.

Sources Used in This Guide

  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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