Just heads up, Crawford weighed in on this and says the BA Jump does NOT consume movement. It also Stacks with Ring of Jumping and Boots of Springing and Striding, which can both be made at level 10 by an Artificer. How do you feel about jumping all the way to the top of tower of pisa as a Bonus Action?
This race *really* needed a 35 foot movement speed. It’s whole identity revolves around being fast, there’s no reason to have it be the same speed as an average person.
I agree that it would fit but the race is already stacked. Remember that 35ft movement is basically the dwarf’s ability to wear heavy armor regardless of strength.
Because the Rabbit Hop ability states that you use it as a bonus action, and doesn't say anything about your movement speed, I would rule that the jump is separate from the move action when it comes to this ability, and only requires the use of said bonus action. Now some people have asked how this might work in conjunction with the spell Jump, and whether or not it would be too strong. Honestly, I would allow Jump to affect the distance of Rabbit Hop. You only have a few uses of the feature anyway, and this might actually make the Jump spell useful for once. 😂
Since most characters don't get to move at all during their bonus action, it wouldn't make sense to bind rabbit hop to movement, as those classes then wouldn't be able to use it at all.
I disagree entirely due to it being a free effectively costless bonus action for a race which ignores Opportunity. It benefits every thing, every class, every player, every enemy. When something is vague about a Yes/No when it is laced with positives then No is normally the intent. Being able to move an additional 30 feet for free 6 times literally lets a melee fighter walk in, slap someone, and Bonus permitting flee without penalty. Any enemy without the ability to hit someone 40 away is helpless at level 1 for 2 rounds while you can throw things at them safely from range. This spirals out of control when you're looking at 60 away 6 times and someone trying to catch you it looks like an cartoon. Even the ability for Melee to move in for free without worrying about Opportunity is very useful. Give them the ability to travel 60 and you have Melee characters able to ignore their biggest weakness. It just does a lot even without that bonus 30 movement, that 30 is overkill on an already positively loaded race. Not to mention how wonderful this is for mages letting them use more useful spells and stay safe.
Wait, Rabbit Hop CAN jump over your speed. It does need you to still have speed, but it doesnt check for the limit of your movement. Think this as a non teleport "misty step" ; you move X using your bonus action.
That certainly seems like RAI, but RAW, it's not very clear, because it uses the word "jump", and jumping is a defined mechanic. The whole "Natural Language" deal with 5e leads to stuff like this sometimes.
Yeah, jump here is meant as flavor description I think. Similar to how attacks and the attack action aren’t the same thing. Because a harengon could jump its remaining move distance as part of its movement - bonus action not required. But this exists outside the move action, tied instead to a bonus action.
Also, You can't use Rabbit Hop if your SPEED is 0, not your MOVEMENT. So you would not be able to use the feature to escape a grapple like with Misty Step, for example, but you CAN use all of your movement on your turn and then use rabbit hop. This video gets just about everything wrong on this feature.
My mind immediately is going to the Easter Bunny from Rise of Guardians and Pooky from Red Dragon Inn (Swashbuckler Rogue/Beast Barbarian if you’re curious).
I'm currently in a campaign where I made a Harengon cleric that is practically the straight man of the group and the designated doctor. I basically made Dr. House in a Bunny and threw in some flavoring of different personality traits.
Rabbit hop is still way more complicated than I would have expected it to be. Idk why they don't use the same as the Grung feature, which serves as a precedent as well. They do it all the time with dark vision, and powerful build, or innate racial spellcasting. It's not terrible, it's just so confusing due to it's inconsistency
My first idea was the Rabbit of Alice in Wonderland. Wizard of Chronourgy that always believes that they are late for a meeting or their mission, so they I always arrive early than everyone, and cause of this he arrived in the wrong time in the wrong place, and his mission now with the group is to correct this wrong doing. Slap a Alert for +5 in Initiative and High Int from Chronourgy, you would have at least +10 of Initiative because you always believe you are late, so you prefer to always go first. :}
I had a similar idea but going with an artificer with a couple of levels in druid maybe (to give more mystical flavour outside the artificer stuff) and have him be a rabbit that makes clocks and clockwork machines as his form of artificer "magic " and just wants stuff to be as efficient as possible to be able to be in time
Playing a Circle of Dreams Druid Harengon and I love him dearly! He's the grumpy dad counterpart to our group's chill barbarian crocfolk dad. The mobility is so cool to pair with my wide range of available spells! It's also been so fun expanding into full homebrew territory with my DM developing Harengon culture and societal structures and history! We've got a whole underground warren city we're developing as a Harengon capital of sorts haha! Also a great video! Your voice is so chill and matches your sona so well! 😊
I’m a sucker for initiative bonus. I love the Harengon. Especially since the bonus stacks with most other initiative bonuses in the game. Watcher paladin harengon is sad though :( Rabbit hop doesn’t cost movement. I like it on a caster cause rabbit hop is similar to a more limited misty step, and since it’s not a spell it leaves your action free for leveled casting.
I played a Harengon Bard recently. Let me tell you, adding your full PB to your Initiative _and_ having a way to Disengage with a Bonus Action *_and_* getting Perception for free *_AND_* getting a 1d4 bonis to Dexterity Saving Throws makes for a hell of a support character. I almost always went first in combat (when I didn't roll like absolute garbage 😂), so I could start things off with any of a number of control spells. I particularly loved getting close to a group, casting Hypnotic Pattern, and then Rabbit Hopping away to safety.
I am currently playing a Haregon Drake Warden Ranger.. it's very fun and well balanced race. Fitting in many settings and classes. Highly enjoyable build. With the hop (jump) ability working very well with the Drake and mounted ability. Allowing the Drake to fly over head. Jumping on or off the Drake with the Rabbit Hop for fun combat role-playing
Playing a Harengon Gloomstalker Ranger with a horrendous Scottish Accent, at level 8 he gets a +9 to initiative making him the king of early combat granting him 3 attacks on his first turn thanks to Dread Ambusher (it also grants an extra d8 from the extra attack) and if he's feeling ballsy, he can make all 3 of those sharpshooter attacks. So if he has hunter's mark up and hits normally on all 3 that's 4d8+3d6+30+12 all together.
i believe the use of the word "jump" in rabbit hop is to convey that the movement must be linear and can scale obstacles of a reasonable height. i believe it doesn't borrow any rules from the generic "jump" actions for a few reasons: -the feature is called "Rabbit Hop", not "Long Jump" or "High Jump", so we have no reason from the outset to look at the details of those actions -you're paying with a bonus action in place of movement -this feature is the reason their "movement speed" is noteworthy, whereas simply expending movement from a pool of 30 would not represent a "highly mobile race"; i think if movement were supposed to be spent on this feature, it would be 35 at least just based on design intuition -despite the UA version specifying that it did not use movement speed, i still think that this feature would specify that you DO use movement speed if they didn't want players to assume they can take the liberty of not doing so
Certainly better in its own way Dont care what they say my Fairy Rogue will be small as heck, riding on shoulders, slipping in tight spaces, and hiding in small inconspicuous illusions.
In comparison with the Fairy the Harengon look overpowered, but really I think its hit the mark of where we need for balance, all their stuff is in great flavour and none of it restricts it to one class, you could easily make a Paladin with them and it would work great while still being able to play a Rogue and feel that in both cases you don't lose anything
Rabbit Hop seems like it RAI does not use any of your movement, and could be used even if you have used up all of it that turn... It's the RAW that requires a closer look because of the "natural language" philosophy 5e uses. Thing is, there are rules for "jumping", but only thing they say is "Your Strength determines how far you can jump" before branching into "long jump" and "high jump", both of them requiring a run-up. (Amusingly, RAW the base jumping rules do not require your run-up be in the same direction your long jump is.) "Rabbit Hop" is noticably different from Long Jump and thus I think should be considered a third, independent option available for Harengon... But the stipulation that the jump uses movement, or that it requires run-up, is contained only inside the specific "Long Jump" or "High Jump" option. If "Rabbit Hop" is a separate third one, then it does not require run-up, nor does it eat up your movement. Making it perfectly aligned with RAI. Thank you for your time.
It's also in the "Movement & Position" section in the PHB (p.190), which also mentions jumping being tied to total movement :D Even if Rabbit Hop isn't tied to Long or High Jump rules, it's still bound to Movement & Position.
@@WintryRPG if you can't exceed movement speed then this ability literally can't work went tied to the movement rules. Otherwise unless you take a feat or are a monk you would never be able to use this ability to it's full capabilities. Just because the word jump is in the ability description doesn't necessarily connect it to those previous rules. Most abilities specify if they use movement directly. I don't think I know of a specific ability that uses movement that doesnt specifically say it does.
@@MrMythul It works to its full potential (30ft) when using your full movement :P the major intended advantage as written is a BA disengage, which is great, and a massive leap that doesn't require a run-up. In 5e, natural language words are used very intentionally, and "jump" was added to the UA, where it was previously absent. The word jump is rarely *ever* used in features - the rest use the word "teleport" or "extra" to denote movement not tied to speed. I challenge you to find the use of the word "jump" that doesn't consume move speed =)
@@WintryRPG yeah, I've looked at the wording for everything a few times, I'm glad you mentioned the mention of Jumping because that's the main thing I'm seeing that would lead it to be using movement. I'm very interested in hearing them talk about the rules as intended for this racial feature. As it's written it seems like you can't jump lower than your current prof bonus for smaller jumps
@@MrMythul This feature is written super weirdly, I certainly hope we get an RAI answer, and not a cryptic response lol. For the record, imo if you let the jump not cost movement, it honestly doesn't break anything at all :P
I really hate that they don't come with a standard ability score, I am fine with the optional rule to change the stats from Tasha's but I prefer having standards, it helps me pick my class and sometimes I even go against the most optional just because that is fun.
Respectfully I feel the exact opposite, I often has players feeling like they had to choose certain classes because of the inherent ability increases, and as a GM who whole heartedly believes in creativity I'm happy to see them gone
The optional rule added works if you want to go for min-maxing. The stats has at many times helped me choose either to bump up my preferred stat or if I want to play against type. How does having standard stats and the optional tashas rule remove creativity?
@@TFAric Standard ability scores made my players feel like they had limited choices when picking races because they wanted to make sure their racial abilities weren't wasted, this is also the reason why variant humans were so popular, they're fully customizable. I agree the Tasha optional rules were a good fix for this and I use them all the time. But I think WOTC wanted to kill two birds with one stone by both allowing total customization and avoiding some of their more problematic stereotypes that they were getting flak for at the time.
But if they added that rule, they don't need to force it on all players. I really hate this change, also that new races has like no information like name idea, lifespan or anything, it is just lazy. Any GM can homebrew what ever they want but what is the point if the new races are just reskins and nothing more? This has ruin a part of the game for me as I don't really have much enjoyment from new races anymore and I am worried what more they will change.
@@TFAric First I agree they could definitely add more to new races however I think the reason that newer races are a little lighter is because we've been getting adventure module versions, wait until Guide to the Multiverse comes out and we'll probably get some much more fleshed out versions. Secondly I would hardly say new races are "Reskins" of the last 3 we've gotten the easiest to argue that for is Owlin, but Fairys and Harengon are pretty unique and I think bring some fun abilities
I think the first hop was better. The d12 was likely a way to have a higher average of “hopping” 10 feet compared to a d 10 as most grid maps would just put you in the nearest square. Such if you rolled a 6 on the die you would move an additional 5 fr but if you rolled a 12 you would get the 10 feet.
Its WOTC producing yet another antropomorphic animal/human to satisfy their audience seemingly unending thirst for these. Next up: badger man, fox girl, dog people, ratkin, crab folk, scorpion men and arachnidofolk.
@@Enterprisek143 Driders were never pc races so im not sure why you think thats a good argument. But anyway, my point is that wotc seems to satisfy their demands for playing anthorpomorphic animals.
@@shotgunridersweden ah, but they have in 3.x with the Savage Species Guide. As was nearly every monster lol. I guess I'm just wondering why the hate? There is also 100 elf variants too
The harengon is a bad pun name (here and gone). Rabbitfolk is much better and I wish we had kept that. While the owlfolk is being renamed to owlin and put in Strixhaven, it's unfortunate that we lost the feywild hobgoblin. It would have been nice to have seen that continue on in publishing, but with a different name so people wouldn't confuse it with the original. EDIT: The proficiency bonus times per long rest for Rabbit Hop confuses me. I've seen people try to defend it as it being keyed to rabbits having weaker hearts, but I don't know if WotC was being that deep about it.
i doubt its that deep, lol - it's just their way of preventing harengons from having permanent Disengage as a bonus action. I too wish that the feyhob made it, but my guess is perhaps they didn't make it to the campaign story. we'll see!
@@devin5201 Do you think those races call themselves "rabbit-folk" or "owl-folk"? Such names are very convenient, yes, for in-universe people of OTHER races that do not give a flying prick about their culture. Human: So you are what, some Lizard-Folk? "lizard": Actually, we call ourselves Anduskirr, which in our ancient language means "children of the sun", which takes room in our legend of... Human: heh lol no, you are Lizard-Folk. Now fetch me some ale before I declare you savages and slaughter your people.
I love the idea of a rabbitfolk race in D&D at last, but I'm sad they're sticking to the Tasha's alternative formula, which robs races of so much of their character. The lore isn't bad, but it's kind of sparse and generic - there's more info on the enemy harengon than their PC counterparts, and that's depressing.
Again they produce something to challenge the mighty Tabaxi and again they fail. The climb speed the catfolk get is just too good. AND they get darkvision, which helps immensely. Seriously, Tabaxi are the only beastfolk race that could tempt me away from my beloved gnomes, except for kobolds of course. But native climb speeds break the game almost as much as DMs whine that flight does, so if Tabaxi are allowed, then my character will just have claws, simple as.
Anybody else hate that Modular Ability Stat BS? Not only does it feel very generic it robs the flavor of what makes a particular race special. If this is the way they are trying to go with things then they need to make it optional while leaving the standard racial bonuses intact.
The jump thing has been clarified, rabbit hop is a new type of jump it's neither high jump nor long jump it's rabbit hop jump.
Just heads up, Crawford weighed in on this and says the BA Jump does NOT consume movement. It also Stacks with Ring of Jumping and Boots of Springing and Striding, which can both be made at level 10 by an Artificer. How do you feel about jumping all the way to the top of tower of pisa as a Bonus Action?
that sounds... a little op but ok...
The day I give a fuck about Crawford's opinion on twitter. Shoot me, I dont deserve to dm anymore.
@@garrettlaundry357 What about races that can fly? Now who has egg on their face?
thank you. I know have a favorite race and a favorte magic item XD
Thanks to this comment now I need to play a haregon
This race *really* needed a 35 foot movement speed. It’s whole identity revolves around being fast, there’s no reason to have it be the same speed as an average person.
I agree that it would fit but the race is already stacked. Remember that 35ft movement is basically the dwarf’s ability to wear heavy armor regardless of strength.
It's rabbit hop increases its movement enough. That hop is free movement for a bonus action.
Moreover, the Rabbit Hop is free movement that does not provoke opportunity attacks.
Currently playing a harengon monk, can’t wait to play around with mad hops and mobility once I get past lvl 2!
I played one of those at level 15 in a oneshot. Was awesome.
Monks need their bonus actions though so rabbit hop isn't at good. Monk unarmored movement also does not increase rabbit hop.
@@theeye8276 sure if you’re playing with a boring DM
Because the Rabbit Hop ability states that you use it as a bonus action, and doesn't say anything about your movement speed, I would rule that the jump is separate from the move action when it comes to this ability, and only requires the use of said bonus action.
Now some people have asked how this might work in conjunction with the spell Jump, and whether or not it would be too strong. Honestly, I would allow Jump to affect the distance of Rabbit Hop. You only have a few uses of the feature anyway, and this might actually make the Jump spell useful for once. 😂
Since most characters don't get to move at all during their bonus action, it wouldn't make sense to bind rabbit hop to movement, as those classes then wouldn't be able to use it at all.
I disagree entirely due to it being a free effectively costless bonus action for a race which ignores Opportunity.
It benefits every thing, every class, every player, every enemy.
When something is vague about a Yes/No when it is laced with positives then No is normally the intent.
Being able to move an additional 30 feet for free 6 times literally lets a melee fighter walk in, slap someone, and Bonus permitting flee without penalty. Any enemy without the ability to hit someone 40 away is helpless at level 1 for 2 rounds while you can throw things at them safely from range.
This spirals out of control when you're looking at 60 away 6 times and someone trying to catch you it looks like an cartoon.
Even the ability for Melee to move in for free without worrying about Opportunity is very useful.
Give them the ability to travel 60 and you have Melee characters able to ignore their biggest weakness.
It just does a lot even without that bonus 30 movement, that 30 is overkill on an already positively loaded race.
Not to mention how wonderful this is for mages letting them use more useful spells and stay safe.
Wait, Rabbit Hop CAN jump over your speed. It does need you to still have speed, but it doesnt check for the limit of your movement. Think this as a non teleport "misty step" ; you move X using your bonus action.
That certainly seems like RAI, but RAW, it's not very clear, because it uses the word "jump", and jumping is a defined mechanic. The whole "Natural Language" deal with 5e leads to stuff like this sometimes.
Yeah, jump here is meant as flavor description I think. Similar to how attacks and the attack action aren’t the same thing. Because a harengon could jump its remaining move distance as part of its movement - bonus action not required. But this exists outside the move action, tied instead to a bonus action.
Also, You can't use Rabbit Hop if your SPEED is 0, not your MOVEMENT. So you would not be able to use the feature to escape a grapple like with Misty Step, for example, but you CAN use all of your movement on your turn and then use rabbit hop. This video gets just about everything wrong on this feature.
I feel the rabbit hop ability is more like the dash action where it ads to your movement speed rather than being restrained or taking from it.
Correct. Jeremy Crawford clarified this (according to Treantmonk)
Harengon is one of my new favourite races since it released. Especially fun to lean into the name pun when building characters
My mind immediately is going to the Easter Bunny from Rise of Guardians and Pooky from Red Dragon Inn (Swashbuckler Rogue/Beast Barbarian if you’re curious).
Barbarogues are my favorite multiclass! Sounds fun! :D
mine wondered to fish hooks: hare and back again
I'm currently in a campaign where I made a Harengon cleric that is practically the straight man of the group and the designated doctor.
I basically made Dr. House in a Bunny and threw in some flavoring of different personality traits.
I’m making a vampire rabbitfolk with extremely high dexterity and strength inspired by the vampire rabbit from Monty Python.
Rabbit hop is still way more complicated than I would have expected it to be. Idk why they don't use the same as the Grung feature, which serves as a precedent as well. They do it all the time with dark vision, and powerful build, or innate racial spellcasting. It's not terrible, it's just so confusing due to it's inconsistency
hell yeah, you're back! The Return of the King
There's plenty of kings, can't say I'm there yet :P Thanks tho!
My first idea was the Rabbit of Alice in Wonderland. Wizard of Chronourgy that always believes that they are late for a meeting or their mission, so they I always arrive early than everyone, and cause of this he arrived in the wrong time in the wrong place, and his mission now with the group is to correct this wrong doing.
Slap a Alert for +5 in Initiative and High Int from Chronourgy, you would have at least +10 of Initiative because you always believe you are late, so you prefer to always go first. :}
I had a similar idea but going with an artificer with a couple of levels in druid maybe (to give more mystical flavour outside the artificer stuff) and have him be a rabbit that makes clocks and clockwork machines as his form of artificer "magic " and just wants stuff to be as efficient as possible to be able to be in time
Playing a Circle of Dreams Druid Harengon and I love him dearly! He's the grumpy dad counterpart to our group's chill barbarian crocfolk dad. The mobility is so cool to pair with my wide range of available spells! It's also been so fun expanding into full homebrew territory with my DM developing Harengon culture and societal structures and history! We've got a whole underground warren city we're developing as a Harengon capital of sorts haha!
Also a great video! Your voice is so chill and matches your sona so well! 😊
Just made my first harengon! A kensei monk and he’s sooooo much fun to play!
Glad to see you back!
glad to be back! three books this season, lots to prepare for!
I’m a sucker for initiative bonus. I love the Harengon.
Especially since the bonus stacks with most other initiative bonuses in the game. Watcher paladin harengon is sad though :(
Rabbit hop doesn’t cost movement.
I like it on a caster cause rabbit hop is similar to a more limited misty step, and since it’s not a spell it leaves your action free for leveled casting.
I played a Harengon Bard recently. Let me tell you, adding your full PB to your Initiative _and_ having a way to Disengage with a Bonus Action *_and_* getting Perception for free *_AND_* getting a 1d4 bonis to Dexterity Saving Throws makes for a hell of a support character. I almost always went first in combat (when I didn't roll like absolute garbage 😂), so I could start things off with any of a number of control spells. I particularly loved getting close to a group, casting Hypnotic Pattern, and then Rabbit Hopping away to safety.
I am currently playing a Haregon Drake Warden Ranger.. it's very fun and well balanced race. Fitting in many settings and classes. Highly enjoyable build. With the hop (jump) ability working very well with the Drake and mounted ability. Allowing the Drake to fly over head. Jumping on or off the Drake with the Rabbit Hop for fun combat role-playing
I’m making a harengon twilight cleric! I’m really excited. Hopefully will be good for support!
Glad to see you back again, hope you’ve been well!
absolutely! mini vacations are good for the soul ^-^
glad they fixed the rabbit hop. it was very clunky
Playing a Harengon Gloomstalker Ranger with a horrendous Scottish Accent, at level 8 he gets a +9 to initiative making him the king of early combat granting him 3 attacks on his first turn thanks to Dread Ambusher (it also grants an extra d8 from the extra attack) and if he's feeling ballsy, he can make all 3 of those sharpshooter attacks. So if he has hunter's mark up and hits normally on all 3 that's 4d8+3d6+30+12 all together.
Take 3 levels of Gloom Stalker, 3 levels of Swashbuckler and the Alert feat for +16 Initiative at level 7
Yeah, as soon as I saw Hare Trigger I immediately thought of Gloom Stalker + Swashbuckler. Honorable mention to Assassin though
Awsome, you went 6 lvl's w/o an ASI. 😆
i believe the use of the word "jump" in rabbit hop is to convey that the movement must be linear and can scale obstacles of a reasonable height.
i believe it doesn't borrow any rules from the generic "jump" actions for a few reasons:
-the feature is called "Rabbit Hop", not "Long Jump" or "High Jump", so we have no reason from the outset to look at the details of those actions
-you're paying with a bonus action in place of movement
-this feature is the reason their "movement speed" is noteworthy, whereas simply expending movement from a pool of 30 would not represent a "highly mobile race"; i think if movement were supposed to be spent on this feature, it would be 35 at least just based on design intuition
-despite the UA version specifying that it did not use movement speed, i still think that this feature would specify that you DO use movement speed if they didn't want players to assume they can take the liberty of not doing so
OH GOD! i haven't even thought about reliable talent! makes an incredible assassin rogue :O
Great video!
Love the video and the new wyvern emojis
I made a Harengon monk 6/ranger4/bard1, I made Basil Stag Hare from the Redwall series and it is hilarious
Certainly better in its own way
Dont care what they say my Fairy Rogue will be small as heck, riding on shoulders, slipping in tight spaces, and hiding in small inconspicuous illusions.
In comparison with the Fairy the Harengon look overpowered, but really I think its hit the mark of where we need for balance, all their stuff is in great flavour and none of it restricts it to one class, you could easily make a Paladin with them and it would work great while still being able to play a Rogue and feel that in both cases you don't lose anything
Digital ink spilled on hallowed ground, a ritual is performed. The beast is fickle, but the algorithm must be fed...
Playing a Harengon Armorer Artificer (mostly as Guardian) which is small (only 3 foot) and is the groups main tank.
Rabbit Hop seems like it RAI does not use any of your movement, and could be used even if you have used up all of it that turn... It's the RAW that requires a closer look because of the "natural language" philosophy 5e uses.
Thing is, there are rules for "jumping", but only thing they say is "Your Strength determines how far you can jump" before branching into "long jump" and "high jump", both of them requiring a run-up. (Amusingly, RAW the base jumping rules do not require your run-up be in the same direction your long jump is.) "Rabbit Hop" is noticably different from Long Jump and thus I think should be considered a third, independent option available for Harengon...
But the stipulation that the jump uses movement, or that it requires run-up, is contained only inside the specific "Long Jump" or "High Jump" option. If "Rabbit Hop" is a separate third one, then it does not require run-up, nor does it eat up your movement. Making it perfectly aligned with RAI.
Thank you for your time.
It's also in the "Movement & Position" section in the PHB (p.190), which also mentions jumping being tied to total movement :D Even if Rabbit Hop isn't tied to Long or High Jump rules, it's still bound to Movement & Position.
@@WintryRPG if you can't exceed movement speed then this ability literally can't work went tied to the movement rules. Otherwise unless you take a feat or are a monk you would never be able to use this ability to it's full capabilities. Just because the word jump is in the ability description doesn't necessarily connect it to those previous rules. Most abilities specify if they use movement directly. I don't think I know of a specific ability that uses movement that doesnt specifically say it does.
@@MrMythul It works to its full potential (30ft) when using your full movement :P the major intended advantage as written is a BA disengage, which is great, and a massive leap that doesn't require a run-up. In 5e, natural language words are used very intentionally, and "jump" was added to the UA, where it was previously absent.
The word jump is rarely *ever* used in features - the rest use the word "teleport" or "extra" to denote movement not tied to speed. I challenge you to find the use of the word "jump" that doesn't consume move speed =)
@@WintryRPG yeah, I've looked at the wording for everything a few times, I'm glad you mentioned the mention of Jumping because that's the main thing I'm seeing that would lead it to be using movement. I'm very interested in hearing them talk about the rules as intended for this racial feature. As it's written it seems like you can't jump lower than your current prof bonus for smaller jumps
@@MrMythul This feature is written super weirdly, I certainly hope we get an RAI answer, and not a cryptic response lol. For the record, imo if you let the jump not cost movement, it honestly doesn't break anything at all :P
Thanks for the content.
Just made a path of the beast barbarian harengon! I’m so excited
I don't know how I missed this in the playtest! I guess I just haven't been as connected to the game since I don't have anyone to play with.
There was a hare here.
It's gone now.
I think there something to this lucky rabbit thing. I rolled a Harengon Monk and my rolls have been amazing
I really hate that they don't come with a standard ability score, I am fine with the optional rule to change the stats from Tasha's but I prefer having standards, it helps me pick my class and sometimes I even go against the most optional just because that is fun.
Respectfully I feel the exact opposite, I often has players feeling like they had to choose certain classes because of the inherent ability increases, and as a GM who whole heartedly believes in creativity I'm happy to see them gone
The optional rule added works if you want to go for min-maxing. The stats has at many times helped me choose either to bump up my preferred stat or if I want to play against type.
How does having standard stats and the optional tashas rule remove creativity?
@@TFAric Standard ability scores made my players feel like they had limited choices when picking races because they wanted to make sure their racial abilities weren't wasted, this is also the reason why variant humans were so popular, they're fully customizable. I agree the Tasha optional rules were a good fix for this and I use them all the time. But I think WOTC wanted to kill two birds with one stone by both allowing total customization and avoiding some of their more problematic stereotypes that they were getting flak for at the time.
But if they added that rule, they don't need to force it on all players. I really hate this change, also that new races has like no information like name idea, lifespan or anything, it is just lazy. Any GM can homebrew what ever they want but what is the point if the new races are just reskins and nothing more?
This has ruin a part of the game for me as I don't really have much enjoyment from new races anymore and I am worried what more they will change.
@@TFAric First I agree they could definitely add more to new races however I think the reason that newer races are a little lighter is because we've been getting adventure module versions, wait until Guide to the Multiverse comes out and we'll probably get some much more fleshed out versions. Secondly I would hardly say new races are "Reskins" of the last 3 we've gotten the easiest to argue that for is Owlin, but Fairys and Harengon are pretty unique and I think bring some fun abilities
I don't math well. The 12ft could be 2 squares diagonal?
I love this race. They are so fun
I would dismiss the "Jump" rule in this case.
I think the first hop was better. The d12 was likely a way to have a higher average of “hopping” 10 feet compared to a d 10 as most grid maps would just put you in the nearest square. Such if you rolled a 6 on the die you would move an additional 5 fr but if you rolled a 12 you would get the 10 feet.
Also a potential additional 10 ft to speed is not great enough to make it a limited amount of uses
Harengon with Sharingan
How about Rinnegan????
@@vangyang1696 Let's get em both in there
Woo! Been waiting for this vid
never played dnd but my friend invited me to an dnd game and i chose herengon berd
Hope you have fun! Tell us how it goes!
Hæ Sindri
@@edvardthorensen980Hæ
The best way to hurt a Rabbit folk is to use wall of thorns. Rabbit folk *HATE* brier patches after all :P
How does bards jack of all trades work for it initiative
Harengon... Because its a hare n its gone :D
I really want to play one, but I have no group to play with : (
I hope you find a game someday 🙏
Its WOTC producing yet another antropomorphic animal/human to satisfy their audience seemingly unending thirst for these.
Next up: badger man, fox girl, dog people, ratkin, crab folk, scorpion men and arachnidofolk.
Have you not heard of a Drider? Most of those exist in several past editions.
@@Enterprisek143 Driders were never pc races so im not sure why you think thats a good argument. But anyway, my point is that wotc seems to satisfy their demands for playing anthorpomorphic animals.
@@shotgunridersweden ah, but they have in 3.x with the Savage Species Guide. As was nearly every monster lol. I guess I'm just wondering why the hate? There is also 100 elf variants too
Wouldn’t it work with the bard feature too?
Jack of All Trades specifically works on things without a proficiency bonus =)
Well time to make a rogue/ranger and snipe people before screaming elulalai tis death on the wind
We need squirrels, moles and mice people so I can recreate redwall
The harengon is a bad pun name (here and gone). Rabbitfolk is much better and I wish we had kept that.
While the owlfolk is being renamed to owlin and put in Strixhaven, it's unfortunate that we lost the feywild hobgoblin. It would have been nice to have seen that continue on in publishing, but with a different name so people wouldn't confuse it with the original.
EDIT: The proficiency bonus times per long rest for Rabbit Hop confuses me. I've seen people try to defend it as it being keyed to rabbits having weaker hearts, but I don't know if WotC was being that deep about it.
i doubt its that deep, lol - it's just their way of preventing harengons from having permanent Disengage as a bonus action. I too wish that the feyhob made it, but my guess is perhaps they didn't make it to the campaign story. we'll see!
@@WintryRPG I heard a rumor that the fey hobgoblins are going to be released in a supplement similar to The Tortle Package.
Wotc seriously doesn't want to call the animal races "-folk" idk why, catfolk, owlfolk, rabbitfolk is way more natural to learn than friggin Harengon.
@@devin5201 I personally think Harengon is more interesting than rabbitfolk but to each their own.
@@devin5201 Do you think those races call themselves "rabbit-folk" or "owl-folk"? Such names are very convenient, yes, for in-universe people of OTHER races that do not give a flying prick about their culture.
Human: So you are what, some Lizard-Folk?
"lizard": Actually, we call ourselves Anduskirr, which in our ancient language means "children of the sun", which takes room in our legend of...
Human: heh lol no, you are Lizard-Folk. Now fetch me some ale before I declare you savages and slaughter your people.
Wotc trying their best not to call the animal races "-folk" c'mon dude, let them just be "-folk"
Scouts might be good with this race
I dont like it. We dont get beastmen from warhammer............we get this............
I love the idea of a rabbitfolk race in D&D at last, but I'm sad they're sticking to the Tasha's alternative formula, which robs races of so much of their character. The lore isn't bad, but it's kind of sparse and generic - there's more info on the enemy harengon than their PC counterparts, and that's depressing.
Agreed.
...you mean the "stewborn" ????
Yea i am not about this.
I find this so creativly bankrupt
Again they produce something to challenge the mighty Tabaxi and again they fail. The climb speed the catfolk get is just too good. AND they get darkvision, which helps immensely.
Seriously, Tabaxi are the only beastfolk race that could tempt me away from my beloved gnomes, except for kobolds of course.
But native climb speeds break the game almost as much as DMs whine that flight does, so if Tabaxi are allowed, then my character will just have claws, simple as.
Anybody else hate that Modular Ability Stat BS? Not only does it feel very generic it robs the flavor of what makes a particular race special. If this is the way they are trying to go with things then they need to make it optional while leaving the standard racial bonuses intact.
What are they? Gay.