Hey all! I was wondering if you all have any novel tricks you've pulled off with a Rune knight? I just used the Stone Giant rune to charm a demon first round that could have wrecked our party. So that was cool. I know to use hillgiant to become super tanky and cloud giant to redirect attacks. Any other novel tricks?
Easy and obvious one, first attack get Fire Rune's shackles in, all following attacks have advantage, as the target is restrained. Action surge and hit em hard.
The Stone Rune and Fire Rune can be pretty dirty to use against flying enemies to ground them, or make them fall off some ridiculous height to their death.
Related to that: Fire Rune works with thrown and ranged weapons too.
Another, sillier combo with the Fire Rune is if you multiclass into Artificer. Since the Fire Rune doesn't state that it gives you expertise with a chosen tool, this can actually stack with the Artificer's tool expertise for triple proficiency bonus to tool use. This doesn't affect spell casting modifiers or really do much of anything outside of trap/lock removal with thieves' tools. But a neat interaction.
Using the Skilled feat to get expertise in Athletics might be overkill, but it does lead to a strong grappler that can make enemies waste their actions breaking grapples even at high levels. Unarmed fighting style with a tattoo like Eldritch Claw to overcome magic resistance will let you grapple two creatures and still make attacks when you have the opportunity, but using a one handed weapon and dueling fighting style will still let you grapple and bonk.
The Cloud Rune can wreck encounters if the attacking enemy has some kind of secondary ability like grappling or stun to send at another enemy. If nothing else, its fun seeing your DM rule on how a Mind Flayer's Extract Brain attack works on another Mindflayer 30ft apart from it.
Another cheeky trick with Cloud Rune is using it to get advantage on an enemy. You just purposely have your least armored ally go prone, attack them with advantage, and then cloud rune that attack to an enemy. The funny thing is, this can stack with sneak attack, stunning strike, smite, or even your fire rune, and can even be a way to attack an enemy through an impenetrable barrier like Wall of Force.
Storm Rune is really strong to activate and ready up to help your spellcasters land saving throw spells on enemies by imposing disadvantage.
Another, sillier combo with the Fire Rune is if you multiclass into Artificer. Since the Fire Rune doesn't state that it gives you expertise with a chosen tool, this can actually stack with the Artificer's tool expertise for triple proficiency bonus to tool use.
There are no rules specifically for expertise outside the feature's description. There are rules for proficiency bonus', and they are a mess.
For example, it says "Your proficiency bonus can’t be added to a single die roll or other number more than once" just before a section mentioning rogues' expertise doubling your proficiency bonus. As in, adding it twice, because that is what multiplying means, adding a number to itself a given number of times.
You can kind of get what is intended, but the description is pretty paradoxical.
Fortunately, its never really relevant because most features that double proficiency are just called "expertise," and features of the same name do not stack, so it'd be moot. Its just rare edge cases like this where its even a hypothetical discussion, and it still imparts no real in game benefit for the player if the DM decided to let them have 4 times proficiency, because crafting is pretty useless in 5e.
"Another cheeky trick with Cloud Rune is using it to get advantage on an enemy. You just purposely have your least armored ally go prone, attack them with advantage, and then cloud rune that attack to an enemy. The funny thing is, this can stack with sneak attack, stunning strike, smite, or even your fire rune, and can even be a way to attack an enemy through an impenetrable barrier like Wall of Force. "
That is great, I never thought about using it that way! It reminds me of using ions vortex sheild to catch bullets from a teammate and then launching them at enemies! Great idea!
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
I'm using a Grung with unarmed fighting, grappler and crusher at lvl 6. I have options in combat like punching and moving them 5 ft to an unoccupied space, or grappling and using the Grung's standing jump to lift the creature 15 feet and dropping him for fall dmg and knocking him prone. I'll be dipping 2 lvls in Monk for Flurry of Blows. I could also add Polearm Master and a spear for extra poison damage or a halberd for extra reach. I'm also going to take Magic Adept (Druid) to add Shape Water and Create/Destroy water. Grungs need to submerge in water for an hour a day. I can create a pool of water and shape it around my body out of combat.
This is awesome, it’s not expertise, the Fire Rune feature just specifically states doubling the proficiency. As a DM, I’d let a tool specialization be triple though, not the suggested quadruple. That’d be some fancy lockpicking, cooking, potion or poison crafting for a Level 5 character regardless. You’re rolling into the 30s.
I have my familiar (Magic Initiate) roll over on her belly going prone, swing at her with my halberd so I get advantage, then use the Cloud rune to redirect the resulting hit towards an enemy that's out of my range.
Hey all! I was wondering if you all have any novel tricks you've pulled off with a Rune knight? I just used the Stone Giant rune to charm a demon first round that could have wrecked our party. So that was cool. I know to use hillgiant to become super tanky and cloud giant to redirect attacks. Any other novel tricks?
Easy and obvious one, first attack get Fire Rune's shackles in, all following attacks have advantage, as the target is restrained. Action surge and hit em hard.
The Stone Rune and Fire Rune can be pretty dirty to use against flying enemies to ground them, or make them fall off some ridiculous height to their death.
Related to that: Fire Rune works with thrown and ranged weapons too.
Another, sillier combo with the Fire Rune is if you multiclass into Artificer. Since the Fire Rune doesn't state that it gives you expertise with a chosen tool, this can actually stack with the Artificer's tool expertise for triple proficiency bonus to tool use. This doesn't affect spell casting modifiers or really do much of anything outside of trap/lock removal with thieves' tools. But a neat interaction.
Using the Skilled feat to get expertise in Athletics might be overkill, but it does lead to a strong grappler that can make enemies waste their actions breaking grapples even at high levels. Unarmed fighting style with a tattoo like Eldritch Claw to overcome magic resistance will let you grapple two creatures and still make attacks when you have the opportunity, but using a one handed weapon and dueling fighting style will still let you grapple and bonk.
The Cloud Rune can wreck encounters if the attacking enemy has some kind of secondary ability like grappling or stun to send at another enemy. If nothing else, its fun seeing your DM rule on how a Mind Flayer's Extract Brain attack works on another Mindflayer 30ft apart from it.
Another cheeky trick with Cloud Rune is using it to get advantage on an enemy. You just purposely have your least armored ally go prone, attack them with advantage, and then cloud rune that attack to an enemy. The funny thing is, this can stack with sneak attack, stunning strike, smite, or even your fire rune, and can even be a way to attack an enemy through an impenetrable barrier like Wall of Force.
Storm Rune is really strong to activate and ready up to help your spellcasters land saving throw spells on enemies by imposing disadvantage.
Maybe read up on the rules for Expertise. :)
There are no rules specifically for expertise outside the feature's description. There are rules for proficiency bonus', and they are a mess.
For example, it says "Your proficiency bonus can’t be added to a single die roll or other number more than once" just before a section mentioning rogues' expertise doubling your proficiency bonus. As in, adding it twice, because that is what multiplying means, adding a number to itself a given number of times.
You can kind of get what is intended, but the description is pretty paradoxical.
Fortunately, its never really relevant because most features that double proficiency are just called "expertise," and features of the same name do not stack, so it'd be moot. Its just rare edge cases like this where its even a hypothetical discussion, and it still imparts no real in game benefit for the player if the DM decided to let them have 4 times proficiency, because crafting is pretty useless in 5e.
That is great, I never thought about using it that way! It reminds me of using ions vortex sheild to catch bullets from a teammate and then launching them at enemies! Great idea!
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Not really, you yourself describe quite well why what you suggested doesn't work.
I'm using a Grung with unarmed fighting, grappler and crusher at lvl 6. I have options in combat like punching and moving them 5 ft to an unoccupied space, or grappling and using the Grung's standing jump to lift the creature 15 feet and dropping him for fall dmg and knocking him prone. I'll be dipping 2 lvls in Monk for Flurry of Blows. I could also add Polearm Master and a spear for extra poison damage or a halberd for extra reach. I'm also going to take Magic Adept (Druid) to add Shape Water and Create/Destroy water. Grungs need to submerge in water for an hour a day. I can create a pool of water and shape it around my body out of combat.
This is awesome, it’s not expertise, the Fire Rune feature just specifically states doubling the proficiency. As a DM, I’d let a tool specialization be triple though, not the suggested quadruple. That’d be some fancy lockpicking, cooking, potion or poison crafting for a Level 5 character regardless. You’re rolling into the 30s.
Why can't we all just get along?
I have my familiar (Magic Initiate) roll over on her belly going prone, swing at her with my halberd so I get advantage, then use the Cloud rune to redirect the resulting hit towards an enemy that's out of my range.
It’s a little bit odd, but all Runes work with ranged weapons. Rune Knight makes really versatile and powerful “arcane archers”.