Anyone else thinking this might be a cool character? Extra movements might help with the lower HP...it just seems like it would be kind of fun to roleplay...already have one made for when we start...
A major perk of a harengon is the ability to jump away from opponents without provoking opportunity attacks.
leaving a harmful contraption or effect could be effective. If a DM doesn't balance against bag of holding bombs made with artificer infusions then one or two artificers (depending on an interpretation taken of "each of your infusions can be in only one object at a time!) knowing the BoH infusion could make the component parts. A harengon could either be such an artificer, or a best friend.
Personally, I don't like the idea of fey creatures readily wearing armour which seems to me to be anti thematic. I don't think I'd allow rabbit hop for a harengon in medium or heavy metal armour until the 3rd level arcane armour feature is achieved. From that point I'd consider, anything goes.
Being able to disengage as a bonus action is great for any character whether you expect to be in melee range a lot or not, as even a ranged character can use it for a quick escape; should make for a fun Artificer.
I can see it being particularly useful on a Guardian Armorer; rush into melee, use Thunder Gauntlets with Booming Blade then hop away. Now your enemy has disadvantage if they don't attack you, but they have to move to get to you, thus triggering the bonus explosion.
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It sounds like it wouldn't pair well with Battlesmith... as a Harengon you've got a solid Bonus action ability that competes with controlling your Steel Defender. I feel like it's a bit more compatible with Artillerist, which also has a "pet" that your Artificer controls using their Bonus Action, but an Artillerist is more likely to stay out of direct combat in the first place, and the Rabbit Hop ability does a lot to keep in your back pocket as an emergency escape if someone sneaks past the front line to try and target you directly, rather than something you'll be using round after round.
Haravikk has already given a good idea on how to take advantage of Armorer, which honestly seems to synergize the most with what I know about Harengons. Alchemist is a bit more neutral... nothing in the subclass really synergizes on any major level with Harengon features, but also nothing competes with Harengon features. That's kind of Alchemist in general... I think it gets a bad reputation compared to the other Artificer subclasses, but it's probably the most versatile in terms of being compatible with just about any racial features... the only class feature that gets any obvious redundancy against racial features I can think of is the late-game immunity to being poisoned, since there are some races that just have that immunity right out of the gate.
i'm gonna agree with a couple of the others. there are a couple of interesting short range uses. But the harengon is really going to shine on a short to medium range character that can just hop away when things close the distance. Keep in mind jumping away still eats up your movement. But it's an interesting way to move and comes with a free disengage the way that they get it, and they don't need strength to make good use of it.
Those guys that need a little bit of range but still be relatively close are going to find a new tool in that particular race. Which to some extent does fit the artificer in some subclasses pretty well.
I have a Harengon Armorer and she loves the extra mobility in combat, bouncing around in her infiltrator armor, with the lightning launcher.
Infiltrator is my normal pick for Armorer. Specially since I can do it with heavy armor but still be good at stealth. Part of that is because I like the lightning launcher as a weapon.
i'm gonna agree with a couple of the others. there are a couple of interesting short range uses. But the harengon is really going to shine on a short to medium range character that can just hop away when things close the distance. Keep in mind jumping away still eats up your movement. But it's an interesting way to move and comes with a free disengage the way that they get it, and they don't need strength to make good use of it.
Those guys that need a little bit of range but still be relatively close are going to find a new tool in that particular race. Which to some extent does fit the artificer in some subclasses pretty well.
i'd probably do it with an artillerist myself.
Jeremy Crawford confirmed that Rabbit Hop does NOT use up any of your movement.
i'm gonna agree with a couple of the others. there are a couple of interesting short range uses. But the harengon is really going to shine on a short to medium range character that can just hop away when things close the distance. Keep in mind jumping away still eats up your movement. But it's an interesting way to move and comes with a free disengage the way that they get it, and they don't need strength to make good use of it.
Those guys that need a little bit of range but still be relatively close are going to find a new tool in that particular race. Which to some extent does fit the artificer in some subclasses pretty well.
i'd probably do it with an artillerist myself.
Jeremy Crawford confirmed that Rabbit Hop does NOT use up any of your movement.
Then either the version I read is out of date or they need to change the way it reads before it hits print. Because it didn't say anything about not using up movement when I read it.
I does read a little funny but because it's based on Prof bonus with the limitation of needing some movement available even if it doesn't use it. it doesn't have the same wording as jumping so looks like it can be used without eating movement.
Prof bonus is just a good racial way to imitate a strength stat without actually requiring it. Just like the Monk has effects that change how far they can jump without actually needing strengths or athletics to make the distance. So to me it just reads much like jump does but with slightly different wording to deal with it being a racial that doesn't use athletics rolls or strength bonuses to calculate it's distances that you can jump. Which makes it read like movement is still required because movement being required in anything but most teleportation abilities is the general way things work regardless of how you move through the space. if it works differently and doesn't need movement. It seems like it should say that because it doesn't read the way teleportation does.
I does read a little funny but because it's based on Prof bonus with the limitation of needing some movement available even if it doesn't use it. it doesn't have the same wording as jumping so looks like it can be used without eating movement.
Prof bonus is just a good racial way to imitate a strength stat without actually requiring it. Just like the Monk has effects that change how far they can jump without actually needing strengths or athletics to make the distance. So to me it just reads much like jump does but with slightly different wording to deal with it being a racial that doesn't use athletics rolls or strength bonuses to calculate it's distances that you can jump. Which makes it read like movement is still required because movement being required in anything but most teleportation abilities is the general way things work regardless of how you move through the space. if it works differently and doesn't need movement. It seems like it should say that because it doesn't read the way teleportation does.
It's worded the same way as an orc's Aggressive feature, which also uses a bonus action and not your normal movement
Aggressive
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I does read a little funny but because it's based on Prof bonus with the limitation of needing some movement available even if it doesn't use it. it doesn't have the same wording as jumping so looks like it can be used without eating movement.
Prof bonus is just a good racial way to imitate a strength stat without actually requiring it. Just like the Monk has effects that change how far they can jump without actually needing strengths or athletics to make the distance. So to me it just reads much like jump does but with slightly different wording to deal with it being a racial that doesn't use athletics rolls or strength bonuses to calculate it's distances that you can jump. Which makes it read like movement is still required because movement being required in anything but most teleportation abilities is the general way things work regardless of how you move through the space. if it works differently and doesn't need movement. It seems like it should say that because it doesn't read the way teleportation does.
It's worded the same way as an orc's Aggressive feature, which also uses a bonus action and not your normal movement
Aggressive
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Except that it's not actually worded quite the same. the Orc Racial says specifically "move up to your speed" in it. Denoting specifically that it's a seperate movement from your normal movement. This Racial Ability is written exactly like the Dash Action is, And the bonus Actions that allow you to Dash, just with it's own unique racial name.
Rabbit hop does not make that same distinction. It just makes it a jump with a distance of your proficiency times 5 which is a range of 10 to 30 feet. Not only that but it outright calls it a jump in the beginning of it's description. Which suggests normal jump rules apply. It mentions needing to have a speed greater than 0 but unlike the Orc racial it does not actually say anything that alters the normal movement rules, or the movement portion of the typical jump mechanic. And it's not unusual for actions to become bonus actions under the right conditions but not otherwise change. As an Action Jumping still uses up your movement so there is no reason to reasonably think that just because it's now a bonus action and combined with a disengage ability, which also does not alter your actual movement or add to it, that the bonus action is free of movement cost.
Well then, go ahead and interpret it incorrectly and nerf it if you want. Doesn't matter to me
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
If anyone is interested you can go to the last question at 54:32 (link above will take you right to it) and Jeremy explains the rationale. Rule as written, it doesn't require movement. This is also why it's limited to a number of times equal to your proficiency bonus per long rest. It's a powerful ability.
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The "while your movement speed isn't 0" thing just means that you can't do it if something is actively stopping you from moving. "Movement Speed =0" is sorta D&D code for "An outside effect is preventing you from moving", and they decided harengons aren't allowed to bunnyhop out of that.
Also yes, harengons make perfectly serviceable artificers. One of the most famous fey bunnies in existence is the White Rabbit, who was rather well known for his exquisite mechanical timepiece, ne? Feybunnies and (literal) clockwork already have a connection, and curious, inquisitive travelers like the harengon would be natural tinkerers and experimenters. I see no reason why it wouldn't work.
The "while your movement speed isn't 0" thing just means that you can't do it if something is actively stopping you from moving. "Movement Speed =0" is sorta D&D code for "An outside effect is preventing you from moving", and they decided harengons aren't allowed to bunnyhop out of that.
I'm aware of this. But this does not in text in any way say or truely imply that it is done without movement. I'm not reading that as taking movement because it makes a remark about speed being 0.
As i have already said. It reads just like a bonus action jump that adjusts mechanics for distance but not movement requirements. That movement speed = 0 thing just reads like it's clarifying that you can't use it to escape certain effects rather than entirely lacking movement cost.
It doesn't say that this trait requires movement, so it doesn't. Compare that to the Satyr:
Mirthful Leaps
Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
This specifically calls out that the ability requires movement.
Anyone else thinking this might be a cool character? Extra movements might help with the lower HP...it just seems like it would be kind of fun to roleplay...already have one made for when we start...
A major perk of a harengon is the ability to jump away from opponents without provoking opportunity attacks.
leaving a harmful contraption or effect could be effective. If a DM doesn't balance against bag of holding bombs made with artificer infusions then one or two artificers (depending on an interpretation taken of "each of your infusions can be in only one object at a time!) knowing the BoH infusion could make the component parts. A harengon could either be such an artificer, or a best friend.
Personally, I don't like the idea of fey creatures readily wearing armour which seems to me to be anti thematic. I don't think I'd allow rabbit hop for a harengon in medium or heavy metal armour until the 3rd level arcane armour feature is achieved. From that point I'd consider, anything goes.
Being able to disengage as a bonus action is great for any character whether you expect to be in melee range a lot or not, as even a ranged character can use it for a quick escape; should make for a fun Artificer.
I can see it being particularly useful on a Guardian Armorer; rush into melee, use Thunder Gauntlets with Booming Blade then hop away. Now your enemy has disadvantage if they don't attack you, but they have to move to get to you, thus triggering the bonus explosion.
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
It sounds like it wouldn't pair well with Battlesmith... as a Harengon you've got a solid Bonus action ability that competes with controlling your Steel Defender. I feel like it's a bit more compatible with Artillerist, which also has a "pet" that your Artificer controls using their Bonus Action, but an Artillerist is more likely to stay out of direct combat in the first place, and the Rabbit Hop ability does a lot to keep in your back pocket as an emergency escape if someone sneaks past the front line to try and target you directly, rather than something you'll be using round after round.
Haravikk has already given a good idea on how to take advantage of Armorer, which honestly seems to synergize the most with what I know about Harengons. Alchemist is a bit more neutral... nothing in the subclass really synergizes on any major level with Harengon features, but also nothing competes with Harengon features. That's kind of Alchemist in general... I think it gets a bad reputation compared to the other Artificer subclasses, but it's probably the most versatile in terms of being compatible with just about any racial features... the only class feature that gets any obvious redundancy against racial features I can think of is the late-game immunity to being poisoned, since there are some races that just have that immunity right out of the gate.
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You all are making some great points... appreciate the comments...loads to think about for sure!
i'm gonna agree with a couple of the others. there are a couple of interesting short range uses. But the harengon is really going to shine on a short to medium range character that can just hop away when things close the distance. Keep in mind jumping away still eats up your movement. But it's an interesting way to move and comes with a free disengage the way that they get it, and they don't need strength to make good use of it.
Those guys that need a little bit of range but still be relatively close are going to find a new tool in that particular race. Which to some extent does fit the artificer in some subclasses pretty well.
i'd probably do it with an artillerist myself.
I have a Harengon Armorer and she loves the extra mobility in combat, bouncing around in her infiltrator armor, with the lightning launcher.
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Infiltrator is my normal pick for Armorer. Specially since I can do it with heavy armor but still be good at stealth. Part of that is because I like the lightning launcher as a weapon.
Jeremy Crawford confirmed that Rabbit Hop does NOT use up any of your movement.
To adapt a quote from the movie Ted: "Thunder bunnies for life!"
Then either the version I read is out of date or they need to change the way it reads before it hits print. Because it didn't say anything about not using up movement when I read it.
Prof bonus is just a good racial way to imitate a strength stat without actually requiring it. Just like the Monk has effects that change how far they can jump without actually needing strengths or athletics to make the distance. So to me it just reads much like jump does but with slightly different wording to deal with it being a racial that doesn't use athletics rolls or strength bonuses to calculate it's distances that you can jump. Which makes it read like movement is still required because movement being required in anything but most teleportation abilities is the general way things work regardless of how you move through the space. if it works differently and doesn't need movement. It seems like it should say that because it doesn't read the way teleportation does.
It's worded the same way as an orc's Aggressive feature, which also uses a bonus action and not your normal movement
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Except that it's not actually worded quite the same. the Orc Racial says specifically "move up to your speed" in it. Denoting specifically that it's a seperate movement from your normal movement. This Racial Ability is written exactly like the Dash Action is, And the bonus Actions that allow you to Dash, just with it's own unique racial name.
Rabbit hop does not make that same distinction. It just makes it a jump with a distance of your proficiency times 5 which is a range of 10 to 30 feet. Not only that but it outright calls it a jump in the beginning of it's description. Which suggests normal jump rules apply. It mentions needing to have a speed greater than 0 but unlike the Orc racial it does not actually say anything that alters the normal movement rules, or the movement portion of the typical jump mechanic. And it's not unusual for actions to become bonus actions under the right conditions but not otherwise change. As an Action Jumping still uses up your movement so there is no reason to reasonably think that just because it's now a bonus action and combined with a disengage ability, which also does not alter your actual movement or add to it, that the bonus action is free of movement cost.
Well then, go ahead and interpret it incorrectly and nerf it if you want. Doesn't matter to me
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Ask The Sage | D&D Celebration 2021
https://youtu.be/n42dboiQeOY?t=3272
If anyone is interested you can go to the last question at 54:32 (link above will take you right to it) and Jeremy explains the rationale. Rule as written, it doesn't require movement. This is also why it's limited to a number of times equal to your proficiency bonus per long rest. It's a powerful ability.
The "while your movement speed isn't 0" thing just means that you can't do it if something is actively stopping you from moving. "Movement Speed =0" is sorta D&D code for "An outside effect is preventing you from moving", and they decided harengons aren't allowed to bunnyhop out of that.
Also yes, harengons make perfectly serviceable artificers. One of the most famous fey bunnies in existence is the White Rabbit, who was rather well known for his exquisite mechanical timepiece, ne? Feybunnies and (literal) clockwork already have a connection, and curious, inquisitive travelers like the harengon would be natural tinkerers and experimenters. I see no reason why it wouldn't work.
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I'm aware of this. But this does not in text in any way say or truely imply that it is done without movement. I'm not reading that as taking movement because it makes a remark about speed being 0.
As i have already said. It reads just like a bonus action jump that adjusts mechanics for distance but not movement requirements. That movement speed = 0 thing just reads like it's clarifying that you can't use it to escape certain effects rather than entirely lacking movement cost.
It doesn't say that this trait requires movement, so it doesn't. Compare that to the Satyr:
This specifically calls out that the ability requires movement.