First of all, for all you millenials and Meme Kidz who don't understand culture: examine culture here.
Second of all: We've gotten a breakdown of what the "Rabbitfolk" from the old Folk of the Feywild UA are becoming in WBtW, in the form of the Harengon. Which I'm going to assume is pronounced "hare-and-gone" from here on oujt because it's funny that way.
Nevertheless, we seem to have a very rare case of something growing markedly in potency from the transition from UA to reality. The Rabbitfolk were a neat inclusion in Folk of the Feywild, but they felt a little underbaked. 1d8 feet of bonus Bunny Hop movement per turn didn't play well in either gridded combat or theater-of-the-mind exploration, and the rest of the bunny's abilities were solid but a little undertuned. The standout was always Hare Trigger, which is both a perfect pun and an excellent and highly prized ability, but they didn't have much else going for them. Now, though?
Now, you get the same automatic proficiency in arguably the game's most important skill (Perception) as elves, and your Bunny Hop is upgraded to a Heckin' Rabbit Supahjump. You no longer have access to it at will, being limited to proficiency-bonus times per long rest, but the jumps themselves are quite significant. Especially since they don't count against your normal movement for the turn, giving these buns big boosts in mobility. They have an at-will reaction that gives them an extra little edge to Dexterity saving throws and exhibit a delightful variation in size, allowing the player to choose between Medium or Small without any penalty to their native 30-foot movement. As an overall package it's pretty dang solid, and furthermore it really does tell a story. Harengons are nimble, highly alert, and constantly ready to bolt, just like their guiding animal. It's hard to catch them unawares and even if you do they have a tendency to squirrel out of it. I really love when a species statblock gives a picture of the species this way.
But nobody cares about one *****'s opinions. Let's indulge in some fun and perhaps build up a little library of character seeds for these new bunny blitzers, eh?
1.) Bunn Solo (Medium, Dex+2, Wis +1) A Gloomstalker ranger with the Smuggler background, Bunn Solo specializes in Shooting First. Bunn Solo's objective is securing the delivery, whatever it takes, and with Dread Ambusher and a downright impressive initiative bonus alongside the harengon's natural perception, they can do just that. A tricksy bunny from the Feywild could delight in tricking and bamboozling Material Plane denizens with daring acts of smuggling without necessarily being cruel or even profit-driven - to Bunn Solo, it's all a delightful game that just so happens to pay for equally delightful curiosities from the Material Realm. They could decide to become an adventurer simply as a change of pace, or perhaps a job went spectacularly south and Bunn Solo, much like their inspiration, needs to be strictly elsewhere for a little while as things cool off.
2.) Conan the Bunbarian (Small, Str+2, Dex +1) A Totem barbarian with the Outlander background, Conan the Bunbarian is fresh from the Feywild and closer to their leporine roots than most. The Elk or Eagle totem benefits could easily be reinterpreted as the Rabbit Totem, providing great speed and enhanced senses to a bunn drawing deep upon the might of their ancestors. Armed with a brace of handaxes for both dual-wielding and throwing and an incredibly violent disposition, this snowy-white furred menace to society uses their Rabbit Hop to surprise enemies by suddenly jumping directly at their faces before going off like dynamite. Survival in the Feywild demands decisive action, and people can't trick you if they're a red smear in the grass. Perhaps they decided to start adventuring because it's safer than going alone, or perhaps just because the team's druid gives the best ear scritches. Anything goes for this simple but savage beastie.
3.) Bunhilde, Rune Carver (Small, Str +1, Con+1, Wis +1) It ain't easy being the little guy (or gal). Bunhilde is a Rune Knight with the Folk Hero background who's always dreamed of being as grand and mighty as the tallest of giants, but people kept laughing at their dream. They're just a wee little harengon, after all. It'd take powerful magic indeed to make such a little fellow so big! Bunhilde took that at face value and went out to learn some Powerful Magic Indeed, deciphering the ancient runic arts of the giants. The first time they defended a village from a bandit raid by invoking their runes to shoot up to twelve feet tall was the best day of Bunhilde's life. After that, they were hooked. They went out to find Adventure to get more chances to use their amazing new powers, to refine their runic arts, and perhaps come a little closer to being a truly Giant legend.
Anybody else have any neat ideas, or any interesting insights on the new species?
The only one of these critters that matters would be Bucky O'Hare and his ship the righteous Indignation, and for those too young to know its a comic and cartoon series from the 90's.
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"Especially since they don't count against your normal movement for the turn, giving these buns big boosts in mobility."
Except this isn't true. The jump can be done as a bonus, the range is determined by proficiency and doesn't provoke opportunity attacks. That's it, there's nothing else, so for everything else the jump uses the normal jump rules - which includes the rule that jumping is deducted from your available movement.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'd argue that the language of Rabbit Hop sets it up as its own self-contained action. If it was a bonus action to do what you could just do with your own regular-ass movement (i.e. jump) and all it ever really does is give you the ability to Disengage as a bonus a few times per day? That's sad and weak and doesn't really merit inclusion in a stat block. I tend to see it more as akin to the tabaxi's Feline Agility - bursts of extra-frenetic movement you have to be judicious with, but which can clinch the clutch in a pinch (tee hee). That would definitely be how I'd rule it as a DM, anyways - Rabbit Supahjump is an extra chunk of movement you get [X] times per long rest, which is already a pretty fierce limiter. Letting those handful of times be particularly potent seems fine to me.
Seems like a definite improvement over the UA version. That being said, I dont think I am a fan of the race having an option of being either medium or small. It also doesnt list a range of usual sizes, so these things could stand anywhere from 3ft to 7ft tall.
The Medium or Small option makes sense for something like Custom Origin, since that is a general set of rules to be applied to a myriad of concepts. But I feel like with a single race there should be a definitive size.
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I'd argue that the language of Rabbit Hop sets it up as its own self-contained action. If it was a bonus action to do what you could just do with your own regular-ass movement (i.e. jump) and all it ever really does is give you the ability to Disengage as a bonus a few times per day? That's sad and weak and doesn't really merit inclusion in a stat block. I tend to see it more as akin to the tabaxi's Feline Agility - bursts of extra-frenetic movement you have to be judicious with, but which can clinch the clutch in a pinch (tee hee). That would definitely be how I'd rule it as a DM, anyways - Rabbit Supahjump is an extra chunk of movement you get [X] times per long rest, which is already a pretty fierce limiter. Letting those handful of times be particularly potent seems fine to me.
The benefit of the Rabbit Hop is you can jump between 10 to 30 ft as a bonus action in any direction without requiring a 10 ft run up and without provoking OAs. A considerable improvement over regular jumping. Combine with a Monk's Step of Wind and you have an incredible jump.
Being able to jump 30 ft (60 ft as a Monk) straight up to a ledge and still have your action to do something like secure a rope, knock over a heavy object onto an enemy, or such as seems pretty good, in my eyes. A grappler monk with good strength could literally jump 30 ft with a grappled enemy, dropping them at the height of the jump and come back down still able to pummel the probably-now-prone enemy.
I mean, rule how you want, but the raw is that is a jump that follows jumping rules, except where the ability overrides them - like distance and such.
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"Especially since they don't count against your normal movement for the turn, giving these buns big boosts in mobility."
Except this isn't true. The jump can be done as a bonus, the range is determined by proficiency and doesn't provoke opportunity attacks. That's it, there's nothing else, so for everything else the jump uses the normal jump rules - which includes the rule that jumping is deducted from your available movement.
Technically, the rules for those movement options are specifically for Long Jumps and High Jumps, each which has its own rules which explicitly state that some movement is subtracted as part of that type of jump.
Long Jump: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
Rabbit Hop is its own unique bonus action option (which is neither a Long Jump nor a High Jump) that does not state that it has a movement cost associated with it as part of how the ability works. The examples given in the article seem to support this
"...A barbarian can use it to get into position to land some blows on enemies who might otherwise be just out of reach of their melee attacks. A cleric can move into range to deliver inflict wounds and then leap back to safety without triggering an opportunity attack."
I would compare this jump to the class feature variant Instinctive Pounce for barbarians, which lets them move half their movement when they enter rage. If that movement were deducted from their total movement, it would be completely pointless.
FWIW, I didn't think the UA was on the weak side or half-baked at all. The hop was unreliable, but the rest was strong enough that the hop being a wildcard was not a big deal. I'm surprised it got an upgrade, Hare Trigger is already very strong with the various proficiency-related tricks you can apply, such as Reliable Talent. And the save bonus is quite nice as well.
Also nice to see roundabout confirmation that the fairy race will be coming out as well:
This sets them apart from the accompanying fairy race and...
My husband is obsessed with Cyberbunny from the original King of Tokyo tabletop game, and if I ever get him to play D&D he would definitely do a Herengon artificer.
I'd argue that the language of Rabbit Hop sets it up as its own self-contained action. If it was a bonus action to do what you could just do with your own regular-ass movement (i.e. jump) and all it ever really does is give you the ability to Disengage as a bonus a few times per day? That's sad and weak and doesn't really merit inclusion in a stat block. I tend to see it more as akin to the tabaxi's Feline Agility - bursts of extra-frenetic movement you have to be judicious with, but which can clinch the clutch in a pinch (tee hee). That would definitely be how I'd rule it as a DM, anyways - Rabbit Supahjump is an extra chunk of movement you get [X] times per long rest, which is already a pretty fierce limiter. Letting those handful of times be particularly potent seems fine to me.
The benefit of the Rabbit Hop is you can jump between 10 to 30 ft as a bonus action in any direction without requiring a 10 ft run up and without provoking OAs. A considerable improvement over regular jumping. Combine with a Monk's Step of Wind and you have an incredible jump.
Being able to jump 30 ft (60 ft as a Monk) straight up to a ledge and still have your action to do something like secure a rope, knock over a heavy object onto an enemy, or such as seems pretty good, in my eyes. A grappler monk with good strength could literally jump 30 ft with a grappled enemy, dropping them at the height of the jump and come back down still able to pummel the probably-now-prone enemy.
I mean, rule how you want, but the raw is that is a jump that follows jumping rules, except where the ability overrides them - like distance and such.
How are you going to combine it with Step of the Wind? They're both bonus actions, yes?
Given that it explicitly says that you can only use it if your speed is greater than zero, I'd say that the intent is that it is in addition to, not an alternate use of, your speed. You just have to ensure that you have some speed left, do the jump, then finish your speed (if you want to).
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Given that it explicitly says that you can only use it if your speed is greater than zero, I'd say that the intent is that it is in addition to, not an alternate use of, your speed. You just have to ensure that you have some speed left, do the jump, then finish your speed (if you want to).
It could be that my reading comprehension is failing me (I am dead tired, lol), but I think you may be getting speed mixed up with movement.
Given that it explicitly says that you can only use it if your speed is greater than zero, I'd say that the intent is that it is in addition to, not an alternate use of, your speed. You just have to ensure that you have some speed left, do the jump, then finish your speed (if you want to).
It could be that my reading comprehension is failing me (I am dead tired, lol), but I think you may be getting speed mixed up with movement.
Yeah, I was really tired as well, having two young children doesn't mix with sleep these days. You're right, speed is the maximum per round.
Still, as someone mentioned before, there is no mention of using movement and, as we have kind of discussed, no mention of having a minimum amount of movement left. I'd argue therefore that movement isn't used up by Rabbit Hop.
Alternatively, I guess you could argue that logically it would take movement up (one of the gamey aspects of the game is that actions don't restrict movement or can't be traded for it either, so it's real world logic, not in-game logic), but so long as you initiate the jump in your turn, you can complete it, even if you don't have speed left (for example, I run 30ft and use up my movement, then I can do a jump on top and go the full distance. If I start with a jump, then the max distance would only be 30ft) (because your momentum will carry you over to the end). However, real world logic dictates that it then comes off my next turn, which it doesn't, so it's still gameified.
I'd therefore rule that it doesn't take up movement. Applying real world logic doesn't work with this aspect of the game anyway and there's nothing in RAW to say that it does.
Edit: Compare to the wording of the long jump and high jump in the basic rules:
"Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement...
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement."
Both explicitly mention using up your movement and the rate at which it does so, both of which are notably absent from the description of Rabbit Hop:
"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."
If they have a different wording in the book when released or if they clarify what they intend, then I'm happy to change my interpretation accordingly, but taking everything into account as I can see it right now, I believe that Rabbit Hop does not consume movement when used.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I hear Bunn Solo was able to do the Kessel Run in less than 12 hexes
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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)
Another idea: a Harengon rogue (or gloomstalker ranger or basically any stealthy character) who sneaks into homes and leaves baskets of dyed eggs and candy.
Or a dhampir harengon that drains "blood" from vegetables (shout out to Bunnicula!)
I could see Eloquence or Creation. I mean, Creation is such a Loony Tunes classic - make whatever you need out of Cartoonomancy. And of course he can spin wonders with his words - though at least some of that has to be attributed to the usually dubious-at-best Insight scores of his foes.
Either way, this line of discussion pleases me greatly.
How about a pure-white Small Harengon Beast Barbarian that focuses on the Bite Attack and loves to eat the heads of the Knights of the Round Table? Bestial Soul (Jumping) does work on a Harengon's Rabbit Hop, as it counts as Jumping, so it allows you to roll Athletics (which you should get Expertise in from Skill Expert) and add that check's total to the distance that you jump. At level 20, if you can get a luckstone, by that time with a +20 to Athletics, whenever you use Rabbit Hop, you can jump from between 55 and 70 feet (which may or may not count as Movement, it's still not clear).
Then you can play the Killer Rabbit of Caerbannog, jumping so far that it looks like you're flying and biting the heads off of your enemies!
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Please check out my homebrew, I would appreciate feedback:
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)
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First of all, for all you millenials and Meme Kidz who don't understand culture: examine culture here.
Second of all: We've gotten a breakdown of what the "Rabbitfolk" from the old Folk of the Feywild UA are becoming in WBtW, in the form of the Harengon. Which I'm going to assume is pronounced "hare-and-gone" from here on oujt because it's funny that way.
Nevertheless, we seem to have a very rare case of something growing markedly in potency from the transition from UA to reality. The Rabbitfolk were a neat inclusion in Folk of the Feywild, but they felt a little underbaked. 1d8 feet of bonus Bunny Hop movement per turn didn't play well in either gridded combat or theater-of-the-mind exploration, and the rest of the bunny's abilities were solid but a little undertuned. The standout was always Hare Trigger, which is both a perfect pun and an excellent and highly prized ability, but they didn't have much else going for them. Now, though?
Now, you get the same automatic proficiency in arguably the game's most important skill (Perception) as elves, and your Bunny Hop is upgraded to a Heckin' Rabbit Supahjump. You no longer have access to it at will, being limited to proficiency-bonus times per long rest, but the jumps themselves are quite significant. Especially since they don't count against your normal movement for the turn, giving these buns big boosts in mobility. They have an at-will reaction that gives them an extra little edge to Dexterity saving throws and exhibit a delightful variation in size, allowing the player to choose between Medium or Small without any penalty to their native 30-foot movement. As an overall package it's pretty dang solid, and furthermore it really does tell a story. Harengons are nimble, highly alert, and constantly ready to bolt, just like their guiding animal. It's hard to catch them unawares and even if you do they have a tendency to squirrel out of it. I really love when a species statblock gives a picture of the species this way.
But nobody cares about one *****'s opinions. Let's indulge in some fun and perhaps build up a little library of character seeds for these new bunny blitzers, eh?
1.) Bunn Solo (Medium, Dex+2, Wis +1)
A Gloomstalker ranger with the Smuggler background, Bunn Solo specializes in Shooting First. Bunn Solo's objective is securing the delivery, whatever it takes, and with Dread Ambusher and a downright impressive initiative bonus alongside the harengon's natural perception, they can do just that. A tricksy bunny from the Feywild could delight in tricking and bamboozling Material Plane denizens with daring acts of smuggling without necessarily being cruel or even profit-driven - to Bunn Solo, it's all a delightful game that just so happens to pay for equally delightful curiosities from the Material Realm. They could decide to become an adventurer simply as a change of pace, or perhaps a job went spectacularly south and Bunn Solo, much like their inspiration, needs to be strictly elsewhere for a little while as things cool off.
2.) Conan the Bunbarian (Small, Str+2, Dex +1)
A Totem barbarian with the Outlander background, Conan the Bunbarian is fresh from the Feywild and closer to their leporine roots than most. The Elk or Eagle totem benefits could easily be reinterpreted as the Rabbit Totem, providing great speed and enhanced senses to a bunn drawing deep upon the might of their ancestors. Armed with a brace of handaxes for both dual-wielding and throwing and an incredibly violent disposition, this snowy-white furred menace to society uses their Rabbit Hop to surprise enemies by suddenly jumping directly at their faces before going off like dynamite. Survival in the Feywild demands decisive action, and people can't trick you if they're a red smear in the grass. Perhaps they decided to start adventuring because it's safer than going alone, or perhaps just because the team's druid gives the best ear scritches. Anything goes for this simple but savage beastie.
3.) Bunhilde, Rune Carver (Small, Str +1, Con+1, Wis +1)
It ain't easy being the little guy (or gal). Bunhilde is a Rune Knight with the Folk Hero background who's always dreamed of being as grand and mighty as the tallest of giants, but people kept laughing at their dream. They're just a wee little harengon, after all. It'd take powerful magic indeed to make such a little fellow so big! Bunhilde took that at face value and went out to learn some Powerful Magic Indeed, deciphering the ancient runic arts of the giants. The first time they defended a village from a bandit raid by invoking their runes to shoot up to twelve feet tall was the best day of Bunhilde's life. After that, they were hooked. They went out to find Adventure to get more chances to use their amazing new powers, to refine their runic arts, and perhaps come a little closer to being a truly Giant legend.
Anybody else have any neat ideas, or any interesting insights on the new species?
Please do not contact or message me.
The only one of these critters that matters would be Bucky O'Hare and his ship the righteous Indignation, and for those too young to know its a comic and cartoon series from the 90's.
"Especially since they don't count against your normal movement for the turn, giving these buns big boosts in mobility."
Except this isn't true. The jump can be done as a bonus, the range is determined by proficiency and doesn't provoke opportunity attacks. That's it, there's nothing else, so for everything else the jump uses the normal jump rules - which includes the rule that jumping is deducted from your available movement.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I'd argue that the language of Rabbit Hop sets it up as its own self-contained action. If it was a bonus action to do what you could just do with your own regular-ass movement (i.e. jump) and all it ever really does is give you the ability to Disengage as a bonus a few times per day? That's sad and weak and doesn't really merit inclusion in a stat block. I tend to see it more as akin to the tabaxi's Feline Agility - bursts of extra-frenetic movement you have to be judicious with, but which can clinch the clutch in a pinch (tee hee). That would definitely be how I'd rule it as a DM, anyways - Rabbit Supahjump is an extra chunk of movement you get [X] times per long rest, which is already a pretty fierce limiter. Letting those handful of times be particularly potent seems fine to me.
Please do not contact or message me.
Seems like a definite improvement over the UA version. That being said, I dont think I am a fan of the race having an option of being either medium or small. It also doesnt list a range of usual sizes, so these things could stand anywhere from 3ft to 7ft tall.
The Medium or Small option makes sense for something like Custom Origin, since that is a general set of rules to be applied to a myriad of concepts. But I feel like with a single race there should be a definitive size.
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The benefit of the Rabbit Hop is you can jump between 10 to 30 ft as a bonus action in any direction without requiring a 10 ft run up and without provoking OAs. A considerable improvement over regular jumping. Combine with a Monk's Step of Wind and you have an incredible jump.
Being able to jump 30 ft (60 ft as a Monk) straight up to a ledge and still have your action to do something like secure a rope, knock over a heavy object onto an enemy, or such as seems pretty good, in my eyes. A grappler monk with good strength could literally jump 30 ft with a grappled enemy, dropping them at the height of the jump and come back down still able to pummel the probably-now-prone enemy.
I mean, rule how you want, but the raw is that is a jump that follows jumping rules, except where the ability overrides them - like distance and such.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Technically, the rules for those movement options are specifically for Long Jumps and High Jumps, each which has its own rules which explicitly state that some movement is subtracted as part of that type of jump.
Rabbit Hop is its own unique bonus action option (which is neither a Long Jump nor a High Jump) that does not state that it has a movement cost associated with it as part of how the ability works. The examples given in the article seem to support this
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I would compare this jump to the class feature variant Instinctive Pounce for barbarians, which lets them move half their movement when they enter rage. If that movement were deducted from their total movement, it would be completely pointless.
FWIW, I didn't think the UA was on the weak side or half-baked at all. The hop was unreliable, but the rest was strong enough that the hop being a wildcard was not a big deal. I'm surprised it got an upgrade, Hare Trigger is already very strong with the various proficiency-related tricks you can apply, such as Reliable Talent. And the save bonus is quite nice as well.
Also nice to see roundabout confirmation that the fairy race will be coming out as well:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
My husband is obsessed with Cyberbunny from the original King of Tokyo tabletop game, and if I ever get him to play D&D he would definitely do a Herengon artificer.
How are you going to combine it with Step of the Wind? They're both bonus actions, yes?
Given that it explicitly says that you can only use it if your speed is greater than zero, I'd say that the intent is that it is in addition to, not an alternate use of, your speed. You just have to ensure that you have some speed left, do the jump, then finish your speed (if you want to).
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
It could be that my reading comprehension is failing me (I am dead tired, lol), but I think you may be getting speed mixed up with movement.
Yeah, I was really tired as well, having two young children doesn't mix with sleep these days. You're right, speed is the maximum per round.
Still, as someone mentioned before, there is no mention of using movement and, as we have kind of discussed, no mention of having a minimum amount of movement left. I'd argue therefore that movement isn't used up by Rabbit Hop.
Alternatively, I guess you could argue that logically it would take movement up (one of the gamey aspects of the game is that actions don't restrict movement or can't be traded for it either, so it's real world logic, not in-game logic), but so long as you initiate the jump in your turn, you can complete it, even if you don't have speed left (for example, I run 30ft and use up my movement, then I can do a jump on top and go the full distance. If I start with a jump, then the max distance would only be 30ft) (because your momentum will carry you over to the end). However, real world logic dictates that it then comes off my next turn, which it doesn't, so it's still gameified.
I'd therefore rule that it doesn't take up movement. Applying real world logic doesn't work with this aspect of the game anyway and there's nothing in RAW to say that it does.
Edit: Compare to the wording of the long jump and high jump in the basic rules:
"Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement...
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement."
Both explicitly mention using up your movement and the rate at which it does so, both of which are notably absent from the description of Rabbit Hop:
"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."
If they have a different wording in the book when released or if they clarify what they intend, then I'm happy to change my interpretation accordingly, but taking everything into account as I can see it right now, I believe that Rabbit Hop does not consume movement when used.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I hear Bunn Solo was able to do the Kessel Run in less than 12 hexes
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)
Whose arch-enemy is a ranger named L. Merfudd.
Harengon season!
Kenku season!
Harengon season!
Kenku season!
Another idea: a Harengon rogue (or gloomstalker ranger or basically any stealthy character) who sneaks into homes and leaves baskets of dyed eggs and candy.
Or a dhampir harengon that drains "blood" from vegetables (shout out to Bunnicula!)
A Herengon alchemist = East Asian "Moon Rabbit" (https://en.wikipedia.org/wiki/Moon_rabbit)
I don't think Bugs Bunny have this particular College; I think he's more in the College of Elloquence bard.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
I could see Eloquence or Creation. I mean, Creation is such a Loony Tunes classic - make whatever you need out of Cartoonomancy.
And of course he can spin wonders with his words - though at least some of that has to be attributed to the usually dubious-at-best Insight scores of his foes.
Either way, this line of discussion pleases me greatly.
Please do not contact or message me.
Hmmm. . .
How about a pure-white Small Harengon Beast Barbarian that focuses on the Bite Attack and loves to eat the heads of the Knights of the Round Table? Bestial Soul (Jumping) does work on a Harengon's Rabbit Hop, as it counts as Jumping, so it allows you to roll Athletics (which you should get Expertise in from Skill Expert) and add that check's total to the distance that you jump. At level 20, if you can get a luckstone, by that time with a +20 to Athletics, whenever you use Rabbit Hop, you can jump from between 55 and 70 feet (which may or may not count as Movement, it's still not clear).
Then you can play the Killer Rabbit of Caerbannog, jumping so far that it looks like you're flying and biting the heads off of your enemies!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
A Watership Down party:
Hazel - BattleMaster Fighter
Fiver - Grave Domain Cleric
Bigwig - Path of the Beast Barbarian
Blackberry - Artillerist Artificer
Dandelion - Eloquence Bard
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)