Lapin, Three Blessings of Glory

“Sound, sound the clarion, fill the fife!
To all the sensual world proclaim,
One crowded hour of glorious life
Is worth an age without a name.

-Walter Scott, On Mortality

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Lapin

Lapin are sometimes called “rabbit folk” by scholars in far-off lands, but these long-eared humanoids often resemble hares and other lapine animals as well as common rabbits. Their culture centers around clans, and within each clan are polyamorous “marriage clusters” formed initially by 3 or 4 individuals joining together and which usually accumulate additional members over time. These family clusters raise all their (many) children jointly, and all the children consider each other direct siblings. Most lapins are twins, triplets or quadruplets. The dangers of lapin lands are many and great and, even without going to war, they need many soldiers and rangers at any time. Likewise many who seek glory will become explorers or adventurers to obtain mighty objects or strange skills in hopes of protecting their homes and families.

Denizens of the Long Coast

The lapins are native to a region they call the Long Coast. This is a stretch of dangerous coastline that spans from chilly, foggy monster-haunted moors and fens in the north to sun-baked brushland and mesas to the south, as well as an archipelago of volcanic islands that spread not far from the shore, with most of the smoking peaks visible from at least one other island or from the shore. Trade and travel between these regions is frequent, via heavily traveled land and sea trade routes. Along the southern border is an inhospitable region inhabited by lizardfolk, kobolds, and orcs, who occasionally raid lapin settlements.

Cultural Variety but a United People

Despite physical and cultural differences between the three forms of lapins, they proudly consider themselves to be one nation with one shared fate. Each of the three was given a different blessing in the misty past, but this is seen as a boon to them all, granting each a talent that can help lead the whole to greatness. They are not conquerors, but they face many incursions and threats, both monstrous and natural, and they all value glory gained in battle, treasures won (even beyond the value of the treasure itself), and fame that enters history books. Due to the magical nature of their distinctions, children of two types of lapin will be one of those two, with an equal chance of each.

Lapin Names

Each lapin has an androgynous name given at birth by the birth mother and then, upon reaching adulthood, is given an additional personal name by each of their parents according to the offspring’s gender identity. This frequently results in six or more names, often with a few from other lapin cultures, since marriage clusters frequently incorporate individuals who have traveled from other lands.

Androgynous Coinín Names: Ailbhe, Aran, Fionnlagh, Flann, Caoilfhionn, Ceallaigh, Murchadh, Riagán, Ruadhán, Séaghdha, Tighearnach

Feminine Coinín Names: Áine, Aoife, Bébinn, Ciara, Deirbhile, Emer, Étaín, Fionnuala, Líadáin, Luigsech, Móirín, Neasa, Ríoghnach, Sadb, Sionann

Masculine Coinín Names: Áed, Bréanainn, Caomh, Cathasach, Donnchad, Éogan, Fáelán, Grádaigh, Lóegaire, Lorcán, Mathghamhain, Oisín, Sluaghadhán, Suibhne, Toirdhealbhach

Androgynous Arniba Names: Amani, Badr, Duha, Ghufran, Ihsan, Jawdat, Kayrat, Malak, Nima, Qamar, Rahat, Sabah, Tabassum

Feminine Arniba Names: ‘Abla, Asma, Dima, Fathiyya, Galila, Hadia, Ikram, Jinan, Kubra, Lamia, Muhsina, Naila, Raja, Sahar, Wahida

Masculine Arniba Names: Afzal, Baha, Dana, Esmail, Faiz, Ghayth, Haidar, Idris, Jabbar, Karam, Majid, Nasib, Umar, Rais, Taj

Androgynous Zacatuche Names: Ameyalli, Cualli, Eztli, Ihuicatl, Mecatl, Naran, Nima, Patli, Tlachinolli, Tlanextli, Xipil, Xquenda, Yaotl, Yoalli, Yolotl, Yunuen

Feminine Zacatuche Names: Amoxtli, Atzin, Chicahua, Citlalinicue, Coaxoch, Huixtle, Itzcoatl, Ix Chel, Litza, Tlanextli, Tzitzitlini, Xitlali, Xiucoatl, Yaocihuatl

Masculine Zacatuche Names: Atlacatl, Ceyaotl, Chanehque, Huitzil, Matlalcoatl, Ikal, Ilhuitemoc, Itzmitl, Milintica, Necalli, Tezcacoatl, Tlacelel, Tlecoatl, Tonali, Xinantecatl

Lapin Traits

Your lapin character has several natural traits
    Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
    Age. Lapins mature and age faster than humans, reaching adulthood at 14 and living up to 75 years.
    Alignment. Lapins of every alignment are not uncommon, but on the whole, their cultural focus on community and family leads them to somewhat favor lawful alignments.
    Size. Lapins are about the same size as a human, not counting their large ears. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Kick. Your feet are natural weapons which can be used as an unarmed strike, even if both of your hands are occupied. On a hit, your kick deals 1d6 bludgeoning damage.
    Light Sleeper. You only require 4 hours of sleep a day.
    Masterful Leap. You are considered to be proficient when making Athletics ability checks involving jumping, and when you make such checks, you add double your proficiency bonus to the check instead of your normal proficiency bonus.
    Languages. You can speak, read, and write Common, Lapin, and one other language of your choice. Lapin is the shared language spoken by the lapins of the Long Coast. It has many local dialects, but the written form and formal dialect are the same across lapin lands.
    Subrace. There are three varieties of lapin, each of which is said to have been blessed long ago by a powerful being. Choose one of these subraces.


To the north, amid the misty hills and bogs live the swift, lucky coinín. Local folklore say their famous luck is because of a fey being who married into one clan after another with each passing generation, granting a boon upon each in turn, ensuring the whole clan’s offspring would demonstrate great luck and skill.
    Ability Score Increase. Your Dexterity score increases by 1.
    Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


In the baking heat of the south, the arniba build centralized highly defensible walled cities of adobe along rivers, in mountain passes, and atop plateaus. Nearly all their religious and civic buildings feature depictions of the Hopebringer. It is said that when the first arniba matriarch lost her husbands and children in a terrible battle and thought her family line ended, a ki-rin now known as the Hopebringer came to her in her moment of greatest despair to calm her with its supernatural presence, gave her a golden hair from its tail to wear as a crown, and told her that so long as she wore it, she would continue to give birth to mighty children without even needing to lay with a man. Shining scale armor is commonplace in Arniba lands, worn into battle as a reminder of the Hopebringer’s blessing.
    Ability Score Increase. Your Strength score increases by 1.
    Armored Sprinter. Your speed is not reduced by wearing heavy armor.
    Survivor. You gain proficiency in the Survival skill.


Living on islands formed by active volcanos, the zacatuche are well adapted to heat, mountains, and smoke. There is some speculation that one of the founders of their archipelago home had a spouse who was an efreeti-kin or dragon who took lapin form, lending them their talent for magic and their ability to live unharmed by their volcanic homes.
    Ability Score Increase. Your Charisma score increases by 1.
    Darkvision. You can see in dim light within 60 feet 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.
    Volcanic Habitat. You are acclimated to hot climates, to high altitude, and to non-magical smoke and ash.

Random Height and Weight

Base Height Base Weight Height Modifier Weight Modifier
4’8″ 110 lbs +2d10 x(2d4)

New Feat

The Three Noble Arts

The brothers Goibniu, Credne, and Luchta are archfey craftsmen of incredible skill. You have studied their arts and gain the following benefits:

  • You gain proficiency with Jeweler’s Tools, Smith’s Tools, and Woodcarver’s Tools.
  • During a short rest, if you have sufficient materials and appropriate tools, you can craft a shield, a simple melee weapon, 5 pieces of ammunition, or 5 darts. If you have proficiency in Arcana, you can instead craft an arcane focus, if you have proficiency in Nature, you can instead craft a druidic focus, and if you have proficiency in Religion, you can craft a holy symbol. You can only use this ability to craft items from brass, bronze, gold, iron, silver, and/or wood.
  • During a long rest, you can silver a weapon or 10 pieces of ammunition. This requires 50 gp worth of silver and reagents, which are consumed in the process.

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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Lapin, Three Blessings of Glory Copyright 2019, Malachite Idol; Author Patrick Johnson.