My only question is when will we see the UA added the D&D beyond? I want to experement with it badly
D&D Beyond stopped releasing UA content a while ago as they don't have enough staff to keep doing it (not when released content is still long overdue).
If you want to play using a DDB character sheet you'll unfortunately need to homebrew it yourself, or join the campaign of someone who has already homebrewed it (iirc if you create the character then leave the campaign then the homebrew should stay attached?).
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I really like the barbarian path, it seems like a lot of fun. My only gripe as someone currently playing a rune knight is that when the barbarian gets large they get 5 feet of reach, rune knights do not (same with when they both access huge size, barbs get a further 5 feet while rune knights finally get some reach). I know balance wise there may be reasons for that, but it feels bad. And I know this is all magical and everything, but the internal logic of two different classes tapping into the essence of ancient giant magic and growing in size getting different reach just isn't there for me.
That may be true,but dont forget the fighter gets additonal damage for being large as if on the effect of enlarge spell. And that damage increase only grows.
I really like the barbarian path, it seems like a lot of fun. My only gripe as someone currently playing a rune knight is that when the barbarian gets large they get 5 feet of reach, rune knights do not (same with when they both access huge size, barbs get a further 5 feet while rune knights finally get some reach). I know balance wise there may be reasons for that, but it feels bad. And I know this is all magical and everything, but the internal logic of two different classes tapping into the essence of ancient giant magic and growing in size getting different reach just isn't there for me.
That may be true, but I have hated what they have done with Rune Knight and would hate for them to drag down Path of the Giant to match the poor design option of an older subclass. Learning from mistakes and going forward should be the goal instead of repeating them.
I really like the barbarian path, it seems like a lot of fun. My only gripe as someone currently playing a rune knight is that when the barbarian gets large they get 5 feet of reach, rune knights do not (same with when they both access huge size, barbs get a further 5 feet while rune knights finally get some reach). I know balance wise there may be reasons for that, but it feels bad. And I know this is all magical and everything, but the internal logic of two different classes tapping into the essence of ancient giant magic and growing in size getting different reach just isn't there for me.
That may be true, but I have hated what they have done with Rune Knight and would hate for them to drag down Path of the Giant to match the poor design option of an older subclass. Learning from mistakes and going forward should be the goal instead of repeating them.
Actually I do wonder if the double reach increase will stay as it could get a little silly; a Path of the Giant Barbarian with a halberd would have a 20 foot reach from 14th level, or 25 foot if they're a Bugbear.
That said, the reason they get reach early will be because they already get advantage on Strength checks/saves due to Rage; it's not like the Rune Knight is getting screwed over by not getting it, as they're getting two of the benefits of Rage instead (bonus damage, and advantage on STR checks/saves).
Not sure what I'd replace it with though; currently the sub-class has the interesting feature of being basically range agnostic. While it's not got the longest ranged attacks, you can hurl a greataxe 60 feet, and if an enemy closes the distance you can just Mighty Impel them away again, hitting them with a thrown axe as they land. While the size increase means you can Grapple more targets, I do wonder if it could use a bonus action grapple or such, to encourage you to close for the extra control?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That may be true,but dont forget the fighter gets additonal damage for being large as if on the effect of enlarge spell. And that damage increase only grows.
I suspect that was the idea -- Rune Knight gets Giants Might damage, but they didn't want to stack that on top of rage damage for the barb version, so extra reach was the alternative
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Odd quirk of the wording I just noticed. The text for Giant Stature on the Path of the Giant Barbarian states:
Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.
I thought the norm for an effect like this is that it's also applied to anything you are wearing and carrying. But this doesn't affect carried items. So this effect doesn't change the size of your weapons. Picture a level 14 Path of the Giant Barbarian wielding a greatsword that's the comparative size of a butter knife. Naturally, still two-handed because of weapon properties.
Though I just checked the Rune Knight and they have the same quirk for the size change in Giant's Might. It only specifies you and anything you are wearing, with no mention of carrying. However, the Rune Knight does get an extra 1d6 of weapon damage so there I think the increased damage is maybe supposed to account for size increased weapon similar to how it works with Enlarge/Reduce.
Having considered it a bit, I like the Barbarian. In fact, this is probably the first Barbarian subclass I’ve ever looked at and said “I wanna play that.” The idea of hauling a flaming Greataxe around the battlefield speaks to me. I do wish you could use Mighty Impel to use creatures as thrown weapons to hit enemies, and then they would bounce to an unoccupied space, but I understand why it doesn’t.
Having considered it, I don’t like the Runecrafter Wiz.
Runic Empowerment
For one thing, it uses PB as it’s metric, which makes this an almost perfect accompaniment to some chips (or “crisps” depending on where you live). I thought the Bladesinger was bad enough, but this one is even worse. I know, I know, I’m alone in this opinion that PB shouldn’t be used for subclasses, but I can almost guarantee that we’re gonna start seeing Artificers running around Runing it up, along with Eldritch Knights, Arcane Tricksters, and pro’ly even Warlocks too.
The only runes it gets are Life, War, and Wind. Why?!? Why not a rune for the other three elements at least? It feels like they just ran out of ideas or something.
It gets all three runes all at once. I would rather a system of collecting the runes to add to your knowledge. That would also help to mitigate the PB problem at least somewhat too.
Sigils of Warding
Are you freaking kidding me?!? That’s just what the most powerful class in 5e needed, pseudo Legendary Resistance. Sure, like I need a hole in the head.
I 100% agree. Also the Rune Carver Feats should have been a feature of artificer. At least a subclass of it.
I honestly believe WoTC isn't even working in more subclasses for the artificer because it started out as not technically official and only came in Tasha's.
This would be a GREAT artificer subclass with some tweaks and should use some of the features from the Carver Feats.
I honestly believe WoTC isn't even working in more subclasses for the artificer because it started out as not technically official and only came in Tasha's.
Minor correction: the Artificer officially existed before Tasha's Cauldron of Everything. It was first officially published in Eberron: Rising from the Last War.
If we're going to have a "giant" themed subclass for Artificers (which we absolutely should), let's theme it around giant Mecha (e.g. Horizon Forbidden West, Voltron, the Megazord, Transformers, Gundam, etc.) and call it the Mechanic
Artificer Mechanic
The subclass at level three would be able to make and repair a Medium construct which is not as good as either the Armorer's armor or the Battle Smith's steel defender, but would have the versatility of being able to transform between being armor or a pet. It can transform as a bonus action.
At level five the pet becomes Large. It can be a robot Pliosaur with a swim speed, a robot Pterosaur with a fly speed, a robot Raptor you can ride as a mount, or a robot Dilophosaur with a Poison damage attack.
At level nine the construct becomes Huge. The armor becomes a bipedal Mecha which a Small or Medium sized creature can ride inside, and it can transform into a Huge pet with the rider still inside. New options for its form include a robot Mammoth that does Ice and Piercing damage, a robot Brontosaur that does Bludgeoning and Thunder damage, a robot Tyrannosaur that does Piercing damage.
At level fifteen the Mechanic can combine his construct with those of two-to-four other Mechanics' constructs to form a Gargantuan robot which has a sword that does Slashing and Radiant damage.
Quite a few new artificer infusions would be added to the list, and the Mechanic can infuse these into his construct (one at level 3, two at level 5, and three at level 9).
I believe this Barbarian subclass is what should have been the Berserker subclass a Damage oriented focus.
Also, why say it should be an Artificer instead of Wizard?? Make it for both since if they have to change the features of the wizard subclass, might as well do the whole new subclass and keep the wizard one.
If you get some teamplay going with the casters, Mighty Impel could be a gamechanger for AoE effects, especially those that deal damage whenever a creature enters the area. Imagine every turn being able to chuck a goon into a Wall of Fire or Wall of Thorns
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Nah, this is one of those things where Runes are IRL things and there's a primeval association that undercuts the Artificer (I have some, and roll them for amusement). There's no cultivated "art" to them or artisanalness. They're primal and much more associated with shamanic sort of rites, so Barbarians, and honestly I think they should've done a sorcerer instead of a wizard but again you need a deep lore diver which Artificer just ain't. Artificer is D&D's "steampunk" class ... runes are more primordially.
Artificers are not Steampunk. They're "magitek" or "magipunk", but not "steam". They've never used steam for their abilities or theme. It's always been magic that they store in items (infusions and Spell Storing Items).
"Storing magic in items" is the Artificer's whole shtick. Their core identity. And fantasy Runes are special symbols that create magic when you carve them into/draw them on something. Very similar concepts. And the Alchemist being an Artificer proves that the class has quite a bit of versatility. It's not just "magipunk crafters/artisans". Runes could definitely fall under that category. Especially when you take into account how Runes have been depicted in previous Giant products in D&D 5e (in Storm King's Thunder the primary use of Runes is for Giants to create magic items, which fits Artificers really well).
Heck, I'd put runes in with druidic and barbarian magical capacities, that Wizards have learned how to capture, some Giant blood lines grant it to sorcerers, Fighters have their Rune Knights, I could see thieves accessing them through an empowered cant ... basically I can see almost every class getting access to runes before the artificer, clerics second to last.
Eh, I'm fine with a Giant-connected Sorcerer bloodline, but I think Rune Magic would be the wrong way to do that. Runecarving is a skill you develop, not something you're inherently born with. I firmly believe that this subclass would fit better thematically for Artificers than Wizards, but even I admit that it would work better for Wizards than Sorcerers.
Just read the flavor for how the Rune Knight gets their power. It's very similar to Artificers. "Carve a magical symbol into your equipment and get a magical benefit" is extremely similar to Artificer Infusions. (Also, Monks and Sorcerers would be the worst class to get a "Runecarver" subclass. Or maybe Paladins. Rangers are almost as bad. Warlocks could work if you flavored it as "being taught rune magic by a powerful Titan".)
I respectfully disagree. You could make an awesome runic Sorcerer… if not Matt Mercer’s version, then something else. Having been a practicing pagan before turning to Catholicism, I can say that the Norse viewed runes as the building blocks of our universe (vaguely similar to Bards’ perception of the Weave). And of course, this has direct ties to language and the spoken word… Wittgenstein’s philosophy, with broad implications for the nature of existence. It’s fitting that Odin - rune master - was first and foremost a poet.
Therefore, the most obvious subclass would be Wizard (duh), but I could totally see a Sorcerer one too - inheriting the chaotic essence of the giants/perhaps Van
I don't like the Runecrafter as a Wizard subclass, I think it would work better as an Artificer, but Sorcerer makes about the least sense for the concept. A Giant-descended Sorcerer would make sense . . . but one that has innate rune magic really doesn't.
Agreed there... but a sorcerer who expresses his or her power through runes could work. Again, I highly recommend Runelight by Joanne Harris ;]
Yeah, I still don't like that idea. Runes are something you study in order to learn. Not something you can innately channel. Even Giants and Gods (like Odin) have to study in order to use runes.
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Please check out my homebrew, I would appreciate feedback:
Yeah, I still don't like that idea. Runes are something you study in order to learn. Not something you can innately channel. Even Giants and Gods (like Odin) have to study in order to use runes.
I see your point. Though he hung himself from yggdrasil for nine days and sacrificed his eye to Mimir's well. These feel almost warlocky.
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Yeah, I still don't like that idea. Runes are something you study in order to learn. Not something you can innately channel. Even Giants and Gods (like Odin) have to study in order to use runes.
I see your point. Though he hung himself from yggdrasil for nine days and sacrificed his eye to Mimir's well. These feel almost warlocky.
Yeah. Warlock would definitely fit better than Sorcerer.
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Please check out my homebrew, I would appreciate feedback:
I think that's the part I have the hardest time wrapping my head around. Runes as flavor you add to something as part of the character concept = awesome. Runes as an actual mechanic to fuel a subclass... kind of clunky
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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D&D Beyond stopped releasing UA content a while ago as they don't have enough staff to keep doing it (not when released content is still long overdue).
If you want to play using a DDB character sheet you'll unfortunately need to homebrew it yourself, or join the campaign of someone who has already homebrewed it (iirc if you create the character then leave the campaign then the homebrew should stay attached?).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I really like the barbarian path, it seems like a lot of fun. My only gripe as someone currently playing a rune knight is that when the barbarian gets large they get 5 feet of reach, rune knights do not (same with when they both access huge size, barbs get a further 5 feet while rune knights finally get some reach). I know balance wise there may be reasons for that, but it feels bad. And I know this is all magical and everything, but the internal logic of two different classes tapping into the essence of ancient giant magic and growing in size getting different reach just isn't there for me.
That may be true,but dont forget the fighter gets additonal damage for being large as if on the effect of enlarge spell. And that damage increase only grows.
That may be true, but I have hated what they have done with Rune Knight and would hate for them to drag down Path of the Giant to match the poor design option of an older subclass. Learning from mistakes and going forward should be the goal instead of repeating them.
She/Her Player and Dungeon Master
Actually I do wonder if the double reach increase will stay as it could get a little silly; a Path of the Giant Barbarian with a halberd would have a 20 foot reach from 14th level, or 25 foot if they're a Bugbear.
That said, the reason they get reach early will be because they already get advantage on Strength checks/saves due to Rage; it's not like the Rune Knight is getting screwed over by not getting it, as they're getting two of the benefits of Rage instead (bonus damage, and advantage on STR checks/saves).
Not sure what I'd replace it with though; currently the sub-class has the interesting feature of being basically range agnostic. While it's not got the longest ranged attacks, you can hurl a greataxe 60 feet, and if an enemy closes the distance you can just Mighty Impel them away again, hitting them with a thrown axe as they land. While the size increase means you can Grapple more targets, I do wonder if it could use a bonus action grapple or such, to encourage you to close for the extra control?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I suspect that was the idea -- Rune Knight gets Giants Might damage, but they didn't want to stack that on top of rage damage for the barb version, so extra reach was the alternative
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Odd quirk of the wording I just noticed. The text for Giant Stature on the Path of the Giant Barbarian states:
I thought the norm for an effect like this is that it's also applied to anything you are wearing and carrying. But this doesn't affect carried items. So this effect doesn't change the size of your weapons. Picture a level 14 Path of the Giant Barbarian wielding a greatsword that's the comparative size of a butter knife. Naturally, still two-handed because of weapon properties.
Though I just checked the Rune Knight and they have the same quirk for the size change in Giant's Might. It only specifies you and anything you are wearing, with no mention of carrying. However, the Rune Knight does get an extra 1d6 of weapon damage so there I think the increased damage is maybe supposed to account for size increased weapon similar to how it works with Enlarge/Reduce.
Having considered it a bit, I like the Barbarian. In fact, this is probably the first Barbarian subclass I’ve ever looked at and said “I wanna play that.” The idea of hauling a flaming Greataxe around the battlefield speaks to me. I do wish you could use Mighty Impel to use creatures as thrown weapons to hit enemies, and then they would bounce to an unoccupied space, but I understand why it doesn’t.
Creating Epic Boons on DDB
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Having considered it, I don’t like the Runecrafter Wiz.
Runic Empowerment
Sigils of Warding
Creating Epic Boons on DDB
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Hardcovers, DDB & You
Content Troubleshooting
I 100% agree. Also the Rune Carver Feats should have been a feature of artificer. At least a subclass of it.
I honestly believe WoTC isn't even working in more subclasses for the artificer because it started out as not technically official and only came in Tasha's.
This would be a GREAT artificer subclass with some tweaks and should use some of the features from the Carver Feats.
Minor correction: the Artificer officially existed before Tasha's Cauldron of Everything. It was first officially published in Eberron: Rising from the Last War.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If we're going to have a "giant" themed subclass for Artificers (which we absolutely should), let's theme it around giant Mecha (e.g. Horizon Forbidden West, Voltron, the Megazord, Transformers, Gundam, etc.) and call it the Mechanic
Artificer Mechanic
The subclass at level three would be able to make and repair a Medium construct which is not as good as either the Armorer's armor or the Battle Smith's steel defender, but would have the versatility of being able to transform between being armor or a pet. It can transform as a bonus action.
At level five the pet becomes Large. It can be a robot Pliosaur with a swim speed, a robot Pterosaur with a fly speed, a robot Raptor you can ride as a mount, or a robot Dilophosaur with a Poison damage attack.
At level nine the construct becomes Huge. The armor becomes a bipedal Mecha which a Small or Medium sized creature can ride inside, and it can transform into a Huge pet with the rider still inside. New options for its form include a robot Mammoth that does Ice and Piercing damage, a robot Brontosaur that does Bludgeoning and Thunder damage, a robot Tyrannosaur that does Piercing damage.
At level fifteen the Mechanic can combine his construct with those of two-to-four other Mechanics' constructs to form a Gargantuan robot which has a sword that does Slashing and Radiant damage.
Quite a few new artificer infusions would be added to the list, and the Mechanic can infuse these into his construct (one at level 3, two at level 5, and three at level 9).
I believe this Barbarian subclass is what should have been the Berserker subclass a Damage oriented focus.
Also, why say it should be an Artificer instead of Wizard?? Make it for both since if they have to change the features of the wizard subclass, might as well do the whole new subclass and keep the wizard one.
If you get some teamplay going with the casters, Mighty Impel could be a gamechanger for AoE effects, especially those that deal damage whenever a creature enters the area. Imagine every turn being able to chuck a goon into a Wall of Fire or Wall of Thorns
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Agreed there... but a sorcerer who expresses his or her power through runes could work. Again, I highly recommend Runelight by Joanne Harris ;]
Hi there! I'm a Christian musician based in Canada :)
Yeah, I still don't like that idea. Runes are something you study in order to learn. Not something you can innately channel. Even Giants and Gods (like Odin) have to study in order to use runes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I see your point. Though he hung himself from yggdrasil for nine days and sacrificed his eye to Mimir's well. These feel almost warlocky.
Hi there! I'm a Christian musician based in Canada :)
Yeah. Warlock would definitely fit better than Sorcerer.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think that's the part I have the hardest time wrapping my head around. Runes as flavor you add to something as part of the character concept = awesome. Runes as an actual mechanic to fuel a subclass... kind of clunky
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)