How long does fire rune (or any of the runes) last once cast? In other words, does it stay up indefinitely until a rest is taken or is it a one and done?
According to the Rune Carver feature, the rune remains on an object until you finish a long rest. The passive benefits of the rune remain while you wear or carry the item. If you invoke the rune to do its special thing, the effect lasts for 1 minute (unless it's an instant thing), and you need to finish a short or long rest before you can invoke it again.
I see now - so the additional damage only happens when I invoke the rune, which can only happen once per short rest. Thanks, it makes sense now and is not quite so OP.
I see now - so the additional damage only happens when I invoke the rune, which can only happen once per short rest. Thanks, it makes sense now and is not quite so OP.
Not exactly. Once you invoke the rune, the opponent takes 2d6 fire damage and must do a STR save to avoid get restrained. Fire rune states very clearly that it has a duration of 1 minute. During this 1 minute, while the target is restrained, he takes another 2d6 of fire damage at the start of his turn and he needs to roll another STR save at the end of each turn.
By practical means, if the enemy fails the first STR save once you invoke the rune, it’s guaranteed 4d6 damage. However, besides the damage, I think the ability to give restrained condition is the true power of this ability.
Is it OP? Definitely no. Rangers and Druids are capable of doing something similar with Ensnaring Strike and Entangle. STR is usually high on most creatures where you want to cripple with restrain and fire damage is one of the most resisted. It’s a solid feature.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
How long does fire rune (or any of the runes) last once cast? In other words, does it stay up indefinitely until a rest is taken or is it a one and done?
According to the Rune Carver feature, the rune remains on an object until you finish a long rest. The passive benefits of the rune remain while you wear or carry the item. If you invoke the rune to do its special thing, the effect lasts for 1 minute (unless it's an instant thing), and you need to finish a short or long rest before you can invoke it again.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I see now - so the additional damage only happens when I invoke the rune, which can only happen once per short rest. Thanks, it makes sense now and is not quite so OP.
Not exactly. Once you invoke the rune, the opponent takes 2d6 fire damage and must do a STR save to avoid get restrained. Fire rune states very clearly that it has a duration of 1 minute. During this 1 minute, while the target is restrained, he takes another 2d6 of fire damage at the start of his turn and he needs to roll another STR save at the end of each turn.
By practical means, if the enemy fails the first STR save once you invoke the rune, it’s guaranteed 4d6 damage. However, besides the damage, I think the ability to give restrained condition is the true power of this ability.
Is it OP? Definitely no. Rangers and Druids are capable of doing something similar with Ensnaring Strike and Entangle. STR is usually high on most creatures where you want to cripple with restrain and fire damage is one of the most resisted. It’s a solid feature.