Wererabbit

Wererabbits are seclusionist folk and are incredibly territorial. Tall and sleek in humanoid form, a wererabbit is always remains vigilant at all times for potential threats. Most often, a wererabbit remains in his hybrid form, and fights and hunts in this manner. It only ever transforms into to his large rabbit form if it intends to flee. Most wererabbits are known to be elves, since wererabbits often reside were the barrier between the feywild and the material plane is thin, though some humans and gnomes have been known to become wererabbits. They are territorial and solitary, though a whole territory may be under the command of a werejackalope, in which case, the wererabbits serve as sentries for the werejackolope. It often the females who pass on the curse to male adventurers, and capture them to become their mates.

Werejackalope

When a wererabbit is highly skilled in magic, horns develop from the wererabbits skull, which resemble antelope horns. These horns persist even if the charcater is in humanoid form and they radiate a protective barrier that shield the werejackalope from other types of magic. Wererabbit's consider this mutation to be a sacred blessing, and often consider the werejackalope a natural leader of the tribe.

Player Character as lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope's proficiency bonus+ the lycanthrope's Constitution modifier) or be cursed. lf the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Wererabbit. The character gains a Dexterity of 19 if his or her score isn't already higher, and it gains darkvision for a range of 60 feet and it's base walking speed is doubled while in rabbit or hybrid form. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Werejackalope. For the character to transition from a wererabbit to a werejackalope, the character will naturaly do so when it gains the ability to cast spells of 6th level (either by gaining a 6th level spell slot, or in the case of warlocks, when it gains the mystic arcanum feature at 11th level). In which case, it retains the same features from the wererabbit, and gains the Limited Magic Immunity feature.