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.
Seems to override the normal jump rules, possibly.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Long Jump Either way, each foot you clear on the jump costs a foot of movement.
High Jump Either way, each foot you clear on the jump costs a foot of movement.
Jump spell @JeremyECrawford What happens when Jump gives a jump distance greater than walking speed? — Marcus Kouma (@MarcusXTX) March 15, 2016
Your jump is limited by how far you can move; each foot jumped uses a foot of movement (PH, 182). #DnD https://t.co/5Q8xK67jxB — Jeremy Crawford
Is it worded enough to say specific beats general? Or does this fall into the normal jump rules? The "0 speed" part makes it seem like it overrides the general rule.
The "0 speed" part makes it seem like it overrides the general rule.
I think that part stands just to deny this bonus action as you grappled or restrained (for exemple) since this condidions are described as "your movement speed become 0" but it never say you cant use bonus actions.
Also, I would may say that when it say "you can jump a number of feet ... as a bonus action" could be read as "it let you to use your jump movement that much of distance as a bonus action and also without put you in danger" so it seems to me that the trait just let you to use your jump movement in a different way than other could normally do.
However, I didn't see any immediate issue on ruling it as it overcome your movement and would pick up a long discussion to convince you to not do it lol.
But soome problems I see in it is that it would grant rogue and monk shit for free to any class with this race:
It would be better than cunning action from rogues, since beyond of giving you the chance to desingage as a bonus action it also would grants you lots of extra feets of movement (10 to 30); it also would be something like step of the wind that grants dash as bonus action, so if a rabbtfolk with 30ft of movement use dash as action and rabbit hop it could move up to 90ft at 17th level at any class;
So, it would mean that any rabbitfolk no matter which class would have benefits similar to both those rogue and monk feats at once and for free since 1st lvl. I maybe should think more about it to evaluate if its really a big thing, but at a first glance it seems to me that it could create some gamebreaking situations.
The "0 speed" part makes it seem like it overrides the general rule.
I think that part stands just to deny this bonus action as you grappled or restrained (for exemple) since this condidions are described as "your movement speed become 0" but it never say you cant use bonus actions.
Also, I would may say that when it say "you can jump a number of feet ... as a bonus action" could be read as "it let you to use your jump movement that much of distance as a bonus action and also without put you in danger" so it seems to me that the trait just let you to use your jump movement in a different way than other could normally do.
However, I didn't see any immediate issue on ruling it as it overcome your movement and would pick up a long discussion to convince you to not do it lol.
But soome problems I see in it is that it would grant rogue and monk shit for free to any class with this race:
It would be better than cunning action from rogues, since beyond of giving you the chance to desingage as a bonus action it also would grants you lots of extra feets of movement (10 to 30); it also would be something like step of the wind that grants dash as bonus action, so if a rabbtfolk with 30ft of movement use dash as action and rabbit hop it could move up to 90ft at 17th level at any class;
So, it would mean that any rabbitfolk no matter which class would have benefits similar to both those rogue and monk feats at once and for free since 1st lvl. I maybe should think more about it to evaluate if its really a big thing, but at a first glance it seems to me that it could create some gamebreaking situations.
The tabaxi, goblin, and orc already do similar things. I haven’t seen much of an uproar about those choices being game breaking and they’ve been out for years.
It is not entirely free. The article mentions limited uses per long rest, and if you combine the Harengon with a class that grants bonus actions then you have to consider when to use the bunny hop versus a class ability.
I think it is certainly useful, but not game breaking.
It is not entirely free. The article mentions limited uses per long rest, and if you combine the Harengon with a class that grants bonus actions then you have to consider when to use the bunny hop versus a class ability.
I think it is certainly useful, but not game breaking.
Got it. Well, if it have limited uses per long rest it's not that much.
The tabaxi, goblin, and orc already do similar things. I haven’t seen much of an uproar about those choices being game breaking and they’ve been out for years.
I don't meant that I think it is gamebreaking, I just trying to keep an eye on it couse it "could be". Now that Gruntler mention that it have limitated uses per long rest I see that its not much of a problem. It would still be a great trait and very usefull, but players wouldn't do it all single round so.
Also, I didn't have the TWBTW and was discussing based on the trait description in this forum. Now I've seen that Galvis made a post in DDB talking about the Rabbitfolk and it makes more clear that matter:
Rabbit Hop adds movement speed and functions as a pseudo Disengage. For characters who don't have a lot of uses for their bonus action, Rabbit Hop adds some great utility. 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.
The underlined text make me feel confidant to say that is right to understand that it overrides the general rule, and can be used beyond your movement speed. And knowing that it have limited uses I don't have any of the previous concerns I've mentined.
It seems to me that: "However you're moving, you deduct the distance of each part of your move from your speed until it is used up" implies that the currency we are trading in for distance is "speed".
As in:
if you move (for example 5 feet) you remove as much from your speed until your speed is used up. If read in this manner, Rabbit Hop can only be used if your speed is greater than 0, while it also consumes speed as it is within the "however you're moving" rule. With 5 speed left you could, as I read it, rabbit hop 5 feet and avoid an opportunity attack. Would be interesting to get Crawford's take on this :)
It seems to me that: "However you're moving, you deduct the distance of each part of your move from your speed until it is used up" implies that the currency we are trading in for distance is "speed".
As in:
if you move (for example 5 feet) you remove as much from your speed until your speed is used up. If read in this manner, Rabbit Hop can only be used if your speed is greater than 0, while it also consumes speed as it is within the "however you're moving" rule. With 5 speed left you could, as I read it, rabbit hop 5 feet and avoid an opportunity attack. Would be interesting to get Crawford's take on this :)
The question is whether Rabbit Hop is part of "your move" (as in, the part of your turn in which you use your speed to move, distinct from actions or bonus actions) at all, or a separate thing that also allows you to move like an orc's Aggressive feature
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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)
The question is whether Rabbit Hop is part of "your move" (as in, the part of your turn in which you use your speed to move, distinct from actions or bonus actions) at all, or a separate thing that also allows you to move like an orc's Aggressive feature
I can't see any way the Rabbit Hop isn't a separate thing tbh. Would have been good if they had written it a bit clearer though.
Rabbit Hop work more specifically than the general Jump rules in the sense that it operateas a bonus action and the jump distance is determined differently.
The only weird thing I see is this:
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.
Seems to override the normal jump rules, possibly.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Long Jump
Either way, each foot you clear on the jump costs a foot of movement.
High Jump
Either way, each foot you clear on the jump costs a foot of movement.
Jump spell
@JeremyECrawford What happens when Jump gives a jump distance greater than walking speed?
— Marcus Kouma (@MarcusXTX) March 15, 2016
Your jump is limited by how far you can move; each foot jumped uses a foot of movement (PH, 182). #DnD https://t.co/5Q8xK67jxB
— Jeremy Crawford
Is it worded enough to say specific beats general? Or does this fall into the normal jump rules? The "0 speed" part makes it seem like it overrides the general rule.
Call me Knives.
I've seen others discussing this as well and the conclusion is that yes, this is a bonus action separate from movement.
I think that part stands just to deny this bonus action as you grappled or restrained (for exemple) since this condidions are described as "your movement speed become 0" but it never say you cant use bonus actions.
Also, I would may say that when it say "you can jump a number of feet ... as a bonus action" could be read as "it let you to use your jump movement that much of distance as a bonus action and also without put you in danger" so it seems to me that the trait just let you to use your jump movement in a different way than other could normally do.
However, I didn't see any immediate issue on ruling it as it overcome your movement and would pick up a long discussion to convince you to not do it lol.
But soome problems I see in it is that it would grant rogue and monk shit for free to any class with this race:
It would be better than cunning action from rogues, since beyond of giving you the chance to desingage as a bonus action it also would grants you lots of extra feets of movement (10 to 30); it also would be something like step of the wind that grants dash as bonus action, so if a rabbtfolk with 30ft of movement use dash as action and rabbit hop it could move up to 90ft at 17th level at any class;
So, it would mean that any rabbitfolk no matter which class would have benefits similar to both those rogue and monk feats at once and for free since 1st lvl. I maybe should think more about it to evaluate if its really a big thing, but at a first glance it seems to me that it could create some gamebreaking situations.
The tabaxi, goblin, and orc already do similar things. I haven’t seen much of an uproar about those choices being game breaking and they’ve been out for years.
It is not entirely free. The article mentions limited uses per long rest, and if you combine the Harengon with a class that grants bonus actions then you have to consider when to use the bunny hop versus a class ability.
I think it is certainly useful, but not game breaking.
Got it. Well, if it have limited uses per long rest it's not that much.
I don't meant that I think it is gamebreaking, I just trying to keep an eye on it couse it "could be". Now that Gruntler mention that it have limitated uses per long rest I see that its not much of a problem. It would still be a great trait and very usefull, but players wouldn't do it all single round so.
Also, I didn't have the TWBTW and was discussing based on the trait description in this forum. Now I've seen that Galvis made a post in DDB talking about the Rabbitfolk and it makes more clear that matter:
Rabbit Hop adds movement speed and functions as a pseudo Disengage. For characters who don't have a lot of uses for their bonus action, Rabbit Hop adds some great utility. 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.
The underlined text make me feel confidant to say that is right to understand that it overrides the general rule, and can be used beyond your movement speed. And knowing that it have limited uses I don't have any of the previous concerns I've mentined.
It seems to me that: "However you're moving, you deduct the distance of each part of your move from your speed until it is used up" implies that the currency we are trading in for distance is "speed".
As in:
if you move (for example 5 feet) you remove as much from your speed until your speed is used up. If read in this manner, Rabbit Hop can only be used if your speed is greater than 0, while it also consumes speed as it is within the "however you're moving" rule. With 5 speed left you could, as I read it, rabbit hop 5 feet and avoid an opportunity attack. Would be interesting to get Crawford's take on this :)
The question is whether Rabbit Hop is part of "your move" (as in, the part of your turn in which you use your speed to move, distinct from actions or bonus actions) at all, or a separate thing that also allows you to move like an orc's Aggressive feature
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 can't see any way the Rabbit Hop isn't a separate thing tbh. Would have been good if they had written it a bit clearer though.
It's been confirmed that Rabbit Hop doesn't take movement by Jeremy Crawford.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Rabbit Hop work more specifically than the general Jump rules in the sense that it operateas a bonus action and the jump distance is determined differently.
Thanks!
Call me Knives.
However - it does not say "up to". As written, you must jump the full distance available.
D&D since 79. New to the Carolinas and looking for Gamers.