Right now my party will consist of a dwarf ranger, human druid, and half-elf bard. I haven't chosen a race/class yet. I don't feel the need to min-max to crazy levels, but I would like to play a PC that will contribute and that I can optimize to an extent. Of the new TCoE subclasses, I'm interested in Rune Knight Fighter and Twilight Domain Cleric. I've also never played a wizard of any type in a long campaign before, so that's on the table, although I'm worried about not having any real front line power with that party make-up. Thoughts? Advice? Other sub-classes I'm overlooking? Thanks for any insight!
Could go Bladesinger if you want to give Wizard a go, but both Rune Knight and Twilight Cleric would be fine options. If you want front line power to protect the rest of the party, Crown Paladin and Ancestral Guardian Barbarian can fill that role.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
I think you would get a lot of mileage out of Twilight Cleric. Giants hit hard and the THP boost will make you and any other frontliner very happy.
Both of those options are great options for this campaign though as Rune Knight will eventually be able to suplex a Cloud Giant.
Ultimately it highly depends on what you want to do....it appears the rest of your group is mostly back liners...unless the druid is planning on going Moon Druid.
I like the idea of Ancestral Guardian as you can help the party a lot by mitigating damage.
Rune Knight is a very good fit for the campaign, particularly as it's recommended one character be able to speak giant.
I'm currently running SKT with 3 ranged fighters and one front line. The front liner goes down A LOT, giants hit hard, frequently dealing around 50 damage a turn in melee range, but as your playing with 3 classes who can learn healing magic, it shouldn't be too much of an issue unless you have a cruel DM who makes NPC's attack downed characters.
Becoming large allows a character to grapple to grapple huge creatures. If a skill says "You can do x to a creature one size larger than you" then you can do that against a huge creature when enlarged. Not many skills say that, most skills with a size limit specify that it only works on creatures 'medium or smaller' or 'large or smaller', so it'd be up to your DM whether you could use those abilities on larger targets.
While large your carrying capacity and drag capacity both double.
You can wield weapons sized for large creatures without having disadvantage on your attacks. You can wield weapons sized for huge creatures whilst having disadvantage on your attacks.
For the Rune Knight specifically, one of your weapon attacks does extra damage once per turn.
Off the top of my head I can't think of anything else a large creature can do.
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Right now my party will consist of a dwarf ranger, human druid, and half-elf bard. I haven't chosen a race/class yet. I don't feel the need to min-max to crazy levels, but I would like to play a PC that will contribute and that I can optimize to an extent. Of the new TCoE subclasses, I'm interested in Rune Knight Fighter and Twilight Domain Cleric. I've also never played a wizard of any type in a long campaign before, so that's on the table, although I'm worried about not having any real front line power with that party make-up. Thoughts? Advice? Other sub-classes I'm overlooking? Thanks for any insight!
DM - Above & Below
Could go Bladesinger if you want to give Wizard a go, but both Rune Knight and Twilight Cleric would be fine options. If you want front line power to protect the rest of the party, Crown Paladin and Ancestral Guardian Barbarian can fill that role.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I think you would get a lot of mileage out of Twilight Cleric. Giants hit hard and the THP boost will make you and any other frontliner very happy.
Both of those options are great options for this campaign though as Rune Knight will eventually be able to suplex a Cloud Giant.
Ultimately it highly depends on what you want to do....it appears the rest of your group is mostly back liners...unless the druid is planning on going Moon Druid.
I like the idea of Ancestral Guardian as you can help the party a lot by mitigating damage.
Rune Knight is a very good fit for the campaign, particularly as it's recommended one character be able to speak giant.
I'm currently running SKT with 3 ranged fighters and one front line. The front liner goes down A LOT, giants hit hard, frequently dealing around 50 damage a turn in melee range, but as your playing with 3 classes who can learn healing magic, it shouldn't be too much of an issue unless you have a cruel DM who makes NPC's attack downed characters.
Rune Knight fits perfectly for SKT!
Yeah I think I might go Rune Knight just for the flavor.
Question...becoming "large" does what exactly? Other than take up 10x10 vs. 5x5. I can't find anything with my minimal searching so far.
DM - Above & Below
Becoming large allows a character to grapple to grapple huge creatures. If a skill says "You can do x to a creature one size larger than you" then you can do that against a huge creature when enlarged. Not many skills say that, most skills with a size limit specify that it only works on creatures 'medium or smaller' or 'large or smaller', so it'd be up to your DM whether you could use those abilities on larger targets.
While large your carrying capacity and drag capacity both double.
You can wield weapons sized for large creatures without having disadvantage on your attacks. You can wield weapons sized for huge creatures whilst having disadvantage on your attacks.
For the Rune Knight specifically, one of your weapon attacks does extra damage once per turn.
Off the top of my head I can't think of anything else a large creature can do.