The jump distance is not affected by grappling someone but it is not a given that the grappled someone comes with you. To me, a comparable situation would be a teleport. Misty Step is pretty well known as a way to get out of grapples, since it only moves the caster and you cannot grapple someone and Misty Step with them.
Since it similarly does not use movement, Rabbit Hop might not be considered movement for purposes of moving someone you are grappling. If the decision is that your hopping jump speed is not halved since it is independent of your normal move speed, does it count as movement at all, for the 'when you move' clause? After all, teleports also move you. They simply do not using your normal movement so are deemed different.
Misty Step doesn't also teleport a grappled creature, not because it doesn't use speed but because it's Self effect only affecting you and no other creature. A Teleport in return could.
Essentially Rabbit Hop makes you move and when you move, you can drag or carry the grappled creature with you but a DM can always rule differently though.
While that is true about Misty Step about targeting only 'self,' self is deemed to included all the person wears and carries. If they are holding a weapon in their hand, it isn't left behind simply because it is held and not literally part of them. Nevertheless, another creature similarly held is normally deemed not to come along.
Teleport is limited to self and willing creatures. Someone grappled is likely not willing.
Saying "essentially" Rabbit Hop makes you move does not equate to it being the same as moving under the rules, just as teleports are not despite also moving you.
While teleportation is debatable, jumping isn't, you move when jumping this is not even questionable.
Pardon, but we seem to be debating this. This is a new type of jump that, unlike normal jumping, does not use movement. Nor does it interact with normal jumping. If you Rabbit Hop, you still have your normal ability to jump as well. How is it not debatable? Would you allow someone to simultaneously normally jump (no action, just movement) at the same time they Rabbit Hop, effectively combining the two? Do you feel that is RAI or even RAW?
You move while jumping, leaving a space/square to enter another, possibly provoking Opportunity Attack, AoE damage etc... (Rabbit Hop had to specifically say it doesn't provoke to avoid OA)
I would not allow an Harengon to combine his speed with Rabbit Hop, only using one or the other to jump.
Rabbit Hop is not someone or something that moves you, its you moving yourself. Game elements that let you move up to your speed such as Aggressive do still provoke Opportunity Attacks even though you aren't using your speed.
Opportunity Attack: You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
So why then are teleports the named example, even when self cast? It is the ability that moves you. It does not use your normal movement.
Teleport is an explicit exception, mainly because you are not actually moving in space.
There is an Official Ruling in the Sage Advice Compendium that confirms this regarding Dragon's Legendary Action: Wing Attack letting it fly up to half its flying speed.
Does the movement from a dragon’s Wing Attack legendary action draw attacks of opportunity if it moves out of reach? Yes. Wing Attack does not protect the dragon from opportunity attacks.
So my Haragan beast barbarian can jump 65 feet in the air with two grappled targets in tow and deal 6d6 damage to each plus half that to anyone below who fails a dex 15 save for the low cost of 3d6 damage (assuming you landed on a target) halved by resistance.
Oh boy oh boy. This barbarian is gonna be fun.
You're stringing a whole lot of assumptions together to arrive at that plan, and personally that wouldn't even come close to working in my games.
If you genuinely intend to build a character that will try this maneuver then I strongly suggest you come clean to the DM beforehand to ensure that your assumptions about how this grappled jump are going to work align with theirs. Otherwise it may end up the opposite of fun.
Assumptions? This is all strictly from the ettera and rulebooks. I've built grappling builds before and am pretty keen on all the rulings at hand here. If you want clarification on anything specific let me know. Houserules in addition to the core rules specifying things not covered, like weight limits or caps on jumping, aren't something I will see at my table.
It depends on whether Rabbit Hop counts as 'moving' for purposes of grapples, considering it does not use movement.
It depends on whether that form of jump stacks with the Beast Barbarian jump bonus.
For 65', guessing 20th level? If so, 6d6 or 3d6 is not that much.
Not sure what rules you are using for dropping people on others or landing on others....
The ettera has already specified that this is a jump and combines with things that depend on jumping. As such we know what kind of movement this is, and its interactions. The specific exceptions to jumping rules are listed in the description, otherwise we follow the general rules.
No, this is 65 feet at 5th level. at 20th it'd be 6x5x3= 90 feet +20 from beast barbarian (which is redundant at this point). Even then it's not much damage at level 20 (but it is fun as all heck). The main thing we are doing here is helping to recoup lost damage from turning attacks to grapples, and knocking opponents prone as a form of CC. There are very few viable barbarian builds as-is. We'd have to consider what is being sacrificed too vs. the meta great weapon master barbarians before applying houserules to nerf it. Which inevitably just pulls players back to the boring meta way of playing a barbarian.
These rules are from tashas. If a creature falls on another the damage is spit. For a barbarian the damage is already halved due to resistance to bludgeoning. But if they take any damage they do fall prone. The barbarian can stand back up, but the grappled creatures can not.
So my Haragan beast barbarian can jump 65 feet in the air with two grappled targets in tow and deal 6d6 damage to each plus half that to anyone below who fails a dex 15 save for the low cost of 3d6 damage (assuming you landed on a target) halved by resistance.
Oh boy oh boy. This barbarian is gonna be fun.
You're stringing a whole lot of assumptions together to arrive at that plan, and personally that wouldn't even come close to working in my games.
If you genuinely intend to build a character that will try this maneuver then I strongly suggest you come clean to the DM beforehand to ensure that your assumptions about how this grappled jump are going to work align with theirs. Otherwise it may end up the opposite of fun.
Assumptions? This is all strictly from the ettera and rulebooks. I've built grappling builds before and am pretty keen on all the rulings at hand here. If you want clarification on anything specific let me know. Houserules in addition to the core rules specifying things not covered, like weight limits or caps on jumping, aren't something I will see at my table.
It depends on whether Rabbit Hop counts as 'moving' for purposes of grapples, considering it does not use movement.
It depends on whether that form of jump stacks with the Beast Barbarian jump bonus.
For 65', guessing 20th level? If so, 6d6 or 3d6 is not that much.
Not sure what rules you are using for dropping people on others or landing on others....
The ettera has already specified that this is a jump and combines with things that depend on jumping. As such we know what kind of movement this is, and its interactions. The specific exceptions to jumping rules are listed in the description, otherwise we follow the general rules.
No, this is 65 feet at 5th level. at 20th it'd be 6x5x3= 90 feet +20 from beast barbarian (which is redundant at this point). Even then it's not much damage at level 20 (but it is fun as all heck). The main thing we are doing here is helping to recoup lost damage from turning attacks to grapples, and knocking opponents prone as a form of CC. There are very few viable barbarian builds as-is. We'd have to consider what is being sacrificed too vs. the meta great weapon master barbarians before applying houserules to nerf it. Which inevitably just pulls players back to the boring meta way of playing a barbarian.
These rules are from tashas. If a creature falls on another the damage is spit. For a barbarian the damage is already halved due to resistance to bludgeoning. But if they take any damage they do fall prone. The barbarian can stand back up, but the grappled creatures can not.
So, you all meant that a beast barbarian harengon can grapple 2 creatures, and Rabbit Hop for 110ft high at 20th level?
I may lose something not mentioned in that quoting thread but: what happens with halved distance while grapple? You're considering that it does not apply since rabbit hop don't rely on speed as the rules are built?
That combo movement speed + rabbit hop + triple distance by jump spell + no limitations on carrying a grappled creature arn't too much to be explained in the worlds physics? I mean, the trippled movement can be explained becouse it's magic. But how a leap can make the harengon carry a lot of weight against the same gravity that applies to other creatures without that gravity work against it?
I mean, if the matter here is that rabbit hop don't rely on movement speed and so the halved speed don't apply it is pratical ignoring the physics (nomatter if the worlds physics don't matches well with the actual reality). So, as much as moving a grappled creature, the encumbrance rules are ignored when rabbit hop, and also the speed drop on "push, drag lift" beyond carrying capacity.
In pratice (without encumbrance variant) a bear totem barbarian at 20th level with 20 STR would be able to drag up to 1200 pounds (30xSTR drag, push, lift capacity times 2 becouse of aspect of the beast) but limitad to 5 feet movement speed. Now, that same character is a harengon and than it can rabbit hope for 90ft (with jump spell) carrying that 1200 pounds that is precisely the weight of 2 carrieges tied up to that harengon.
That worth the argumentation that rabbit hop don't rely on speed to make that fun scene happens?
So I don’t know if this has been answered already but with rabbit hop do you need to factor in height clearance? I play a harengon fighter and we were fighting in a dungeon that had 8ft high ceiling. I wanted to use rabbit hop to jump away from the enemy but the DM was ruling that I would hit the ceiling if I did. So my question is with rabbit hop do you jump up in an arch and land when you’re making that movement or is it like a rouge’s disengage where you move horizontally back?
Misty Step doesn't also teleport a grappled creature, not because it doesn't use speed but because it's Self effect only affecting you and no other creature. A Teleport in return could.
Essentially Rabbit Hop makes you move and when you move, you can drag or carry the grappled creature with you but a DM can always rule differently though.
While teleportation is debatable, jumping isn't, you move when jumping this is not even questionable.
You move while jumping, leaving a space/square to enter another, possibly provoking Opportunity Attack, AoE damage etc... (Rabbit Hop had to specifically say it doesn't provoke to avoid OA)
I would not allow an Harengon to combine his speed with Rabbit Hop, only using one or the other to jump.
Rabbit Hop is not someone or something that moves you, its you moving yourself. Game elements that let you move up to your speed such as Aggressive do still provoke Opportunity Attacks even though you aren't using your speed.
Teleport is an explicit exception, mainly because you are not actually moving in space.
There is an Official Ruling in the Sage Advice Compendium that confirms this regarding Dragon's Legendary Action: Wing Attack letting it fly up to half its flying speed.
It's not using it's movement, it's used on other creature's turn.
The ettera has already specified that this is a jump and combines with things that depend on jumping. As such we know what kind of movement this is, and its interactions. The specific exceptions to jumping rules are listed in the description, otherwise we follow the general rules.
No, this is 65 feet at 5th level. at 20th it'd be 6x5x3= 90 feet +20 from beast barbarian (which is redundant at this point). Even then it's not much damage at level 20 (but it is fun as all heck). The main thing we are doing here is helping to recoup lost damage from turning attacks to grapples, and knocking opponents prone as a form of CC. There are very few viable barbarian builds as-is. We'd have to consider what is being sacrificed too vs. the meta great weapon master barbarians before applying houserules to nerf it. Which inevitably just pulls players back to the boring meta way of playing a barbarian.
These rules are from tashas. If a creature falls on another the damage is spit. For a barbarian the damage is already halved due to resistance to bludgeoning. But if they take any damage they do fall prone. The barbarian can stand back up, but the grappled creatures can not.
So, you all meant that a beast barbarian harengon can grapple 2 creatures, and Rabbit Hop for 110ft high at 20th level?
I may lose something not mentioned in that quoting thread but: what happens with halved distance while grapple? You're considering that it does not apply since rabbit hop don't rely on speed as the rules are built?
That combo movement speed + rabbit hop + triple distance by jump spell + no limitations on carrying a grappled creature arn't too much to be explained in the worlds physics? I mean, the trippled movement can be explained becouse it's magic. But how a leap can make the harengon carry a lot of weight against the same gravity that applies to other creatures without that gravity work against it?
I mean, if the matter here is that rabbit hop don't rely on movement speed and so the halved speed don't apply it is pratical ignoring the physics (nomatter if the worlds physics don't matches well with the actual reality). So, as much as moving a grappled creature, the encumbrance rules are ignored when rabbit hop, and also the speed drop on "push, drag lift" beyond carrying capacity.
In pratice (without encumbrance variant) a bear totem barbarian at 20th level with 20 STR would be able to drag up to 1200 pounds (30xSTR drag, push, lift capacity times 2 becouse of aspect of the beast) but limitad to 5 feet movement speed. Now, that same character is a harengon and than it can rabbit hope for 90ft (with jump spell) carrying that 1200 pounds that is precisely the weight of 2 carrieges tied up to that harengon.
That worth the argumentation that rabbit hop don't rely on speed to make that fun scene happens?
(I made a redundant comment having only read the first page of this, and can not find a delete button, so this is filler text)
So I don’t know if this has been answered already but with rabbit hop do you need to factor in height clearance? I play a harengon fighter and we were fighting in a dungeon that had 8ft high ceiling. I wanted to use rabbit hop to jump away from the enemy but the DM was ruling that I would hit the ceiling if I did. So my question is with rabbit hop do you jump up in an arch and land when you’re making that movement or is it like a rouge’s disengage where you move horizontally back?
a bit late to the party but https://www.sageadvice.eu/harengon-race-official-answers-by-jeremy-crawford/amp/ for those of you still wondering