I've looked it over, it's... a thing. I'm having a hard time having strong feelings about. Sure there's some cool stuff, it seems balanced, and there's potential. I'm thinking about using it because how it's structured is better for my idea of a magic knight than Eldritch Knight is, and getting Nordic is a neat idea. However, I had no real strong reaction, with ONE exception.
Defensive Runes. Reaction, add 1+ your Intelligence Modifer to an ally's AC for one attack if they're in 60ft. Sure, it's only one attack and it uses a Reaction, but an infinite use, ranged, ally protector? Sign me up!
I haven't done super detailed analysis, but to me it seems to be a reasonably powerful frontliner at lower levels and then turn into a skill monkey type character at higher levels.
Many of the rune abilities require a bonus action to activate, meaning you can only use one per turn, which is a cap on how powerful this class gets at higher levels. However, having more runes means you get advantage on tons of checks as well as a few other ribbons.
Really the best use of this is at level 18, comboed with a goliath Giant Soul sorcerer, enlarge/reduce (enlarge), and enhance ability to force WotC to create sizes larger than Gargantuan as well as having a ridiculous carrying capacity.
The Rune Knight intrigues me. Story-wise I think it'd be a great fit for Dwarves & Goliaths. It feels kinda like a melee counterpart to the Arcane Archer.
Yeah it definitely seems like one of the stronger fighter subclasses with some of these rune actives and passives. Some runes have better passives than actives and vice versa.
It definitely feels similar to the AA, but mechanically stronger and more versatile. I'm wondering if a Dex build would work as efficiently as a STR based fighter. Still trying to figure out optimal races that compliment his besides dwarf, goliath, dragonborn (and of course vhuman)
It will be a good option for people who don't want to multiclass battlemaster. A 3 level dip is pretty pretty powerful overall. I feel like it is on the stronger side of things, but that is mostly because some of the other archetypes for fighter seem weak.
I am making an evlen fighter DeX build with this, is there any reason not to do DeX? I think the versatility of the skills allows for interesting rp and I love that some of the abilities are equal to proficiency bonus per long rest. I think that's a great way to level it with character level
I am making an evlen fighter DeX build with this, is there any reason not to do DeX? I think the versatility of the skills allows for interesting rp and I love that some of the abilities are equal to proficiency bonus per long rest. I think that's a great way to level it with character level
The only aspects of the Rune Knight that favors Str over Dex is you get Advantage on Strength checks and saves when you use Giant Might, and the Frost Rune gives you a bonus to Strength checks and saves(as well as Con). The damage boost from Giant Might applies to any kind of weapon attack or unarmed strike, so it boosts both Str and Dex, even ranged weapons.
Hey confused DM here looking for some clarification. Last session my rune knight PC used the stone rune on the main bad guy and he failed, which means he was under the charmed condition, plus incapacitated and 0 move. My question is, when does the charm end? Most spells that charm specify that the charm ends if you attack the target or similar actions, but the charmed condition (which the stone rune directs you to) does not have any such qualifiers. So does this mean if the target fails the save then the rune knight can wail on it without fear of retaliation until the duration ends or the target dies? That seems wildly powerful, and also goes against what I feel is the spirit of a charm affect, but I can't find anything in the rules to contradict that.
Hey confused DM here looking for some clarification. Last session my rune knight PC used the stone rune on the main bad guy and he failed, which means he was under the charmed condition, plus incapacitated and 0 move. My question is, when does the charm end? Most spells that charm specify that the charm ends if you attack the target or similar actions, but the charmed condition (which the stone rune directs you to) does not have any such qualifiers. So does this mean if the target fails the save then the rune knight can wail on it without fear of retaliation until the duration ends or the target dies? That seems wildly powerful, and also goes against what I feel is the spirit of a charm affect, but I can't find anything in the rules to contradict that.
This seemed clear enough to me?
"In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest."
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Hey confused DM here looking for some clarification. Last session my rune knight PC used the stone rune on the main bad guy and he failed, which means he was under the charmed condition, plus incapacitated and 0 move. My question is, when does the charm end? Most spells that charm specify that the charm ends if you attack the target or similar actions, but the charmed condition (which the stone rune directs you to) does not have any such qualifiers. So does this mean if the target fails the save then the rune knight can wail on it without fear of retaliation until the duration ends or the target dies? That seems wildly powerful, and also goes against what I feel is the spirit of a charm affect, but I can't find anything in the rules to contradict that.
In the Unearthed Arcana version of the Rune Knight, the effect of invoking the Stone Rune would end if the target took damage or if someone used an action to shake them out of it. That wording was removed from the final version to make the Stone rune stronger. Now the only two ways for the effect to end are if the target makes the saving throw on a subsequent turn or if the 1 minute duration ends. Honestly, the UA version of invoking the Stone Rune was a bit on the weak side.
Because the Stone Rune gives you darkvision, it's a great fit for a variant Human, Goliath or Dragonborn.
It was one of the first runes my Goliath Rune Knight took, both for the Darkvision(boosted from either 60' or +30' if you already had it in the UA, to a flat 120'), and I figured the Stone Giant rune would be a natural choice for a Goliath.
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Has anyone been able to review this new subclass yet? What are your guy's thoughts?
I've looked it over, it's... a thing. I'm having a hard time having strong feelings about. Sure there's some cool stuff, it seems balanced, and there's potential. I'm thinking about using it because how it's structured is better for my idea of a magic knight than Eldritch Knight is, and getting Nordic is a neat idea. However, I had no real strong reaction, with ONE exception.
Defensive Runes. Reaction, add 1+ your Intelligence Modifer to an ally's AC for one attack if they're in 60ft. Sure, it's only one attack and it uses a Reaction, but an infinite use, ranged, ally protector? Sign me up!
I haven't done super detailed analysis, but to me it seems to be a reasonably powerful frontliner at lower levels and then turn into a skill monkey type character at higher levels.
Many of the rune abilities require a bonus action to activate, meaning you can only use one per turn, which is a cap on how powerful this class gets at higher levels. However, having more runes means you get advantage on tons of checks as well as a few other ribbons.
Really the best use of this is at level 18, comboed with a goliath Giant Soul sorcerer, enlarge/reduce (enlarge), and enhance ability to force WotC to create sizes larger than Gargantuan as well as having a ridiculous carrying capacity.
The Rune Knight intrigues me. Story-wise I think it'd be a great fit for Dwarves & Goliaths. It feels kinda like a melee counterpart to the Arcane Archer.
Yeah it definitely seems like one of the stronger fighter subclasses with some of these rune actives and passives. Some runes have better passives than actives and vice versa.
It definitely feels similar to the AA, but mechanically stronger and more versatile. I'm wondering if a Dex build would work as efficiently as a STR based fighter. Still trying to figure out optimal races that compliment his besides dwarf, goliath, dragonborn (and of course vhuman)
It will be a good option for people who don't want to multiclass battlemaster. A 3 level dip is pretty pretty powerful overall. I feel like it is on the stronger side of things, but that is mostly because some of the other archetypes for fighter seem weak.
I am making an evlen fighter DeX build with this, is there any reason not to do DeX? I think the versatility of the skills allows for interesting rp and I love that some of the abilities are equal to proficiency bonus per long rest. I think that's a great way to level it with character level
The only aspects of the Rune Knight that favors Str over Dex is you get Advantage on Strength checks and saves when you use Giant Might, and the Frost Rune gives you a bonus to Strength checks and saves(as well as Con). The damage boost from Giant Might applies to any kind of weapon attack or unarmed strike, so it boosts both Str and Dex, even ranged weapons.
Hey confused DM here looking for some clarification. Last session my rune knight PC used the stone rune on the main bad guy and he failed, which means he was under the charmed condition, plus incapacitated and 0 move. My question is, when does the charm end? Most spells that charm specify that the charm ends if you attack the target or similar actions, but the charmed condition (which the stone rune directs you to) does not have any such qualifiers. So does this mean if the target fails the save then the rune knight can wail on it without fear of retaliation until the duration ends or the target dies? That seems wildly powerful, and also goes against what I feel is the spirit of a charm affect, but I can't find anything in the rules to contradict that.
The book states that it has a 1 minute duration.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
This seemed clear enough to me?
"In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest."
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
In the Unearthed Arcana version of the Rune Knight, the effect of invoking the Stone Rune would end if the target took damage or if someone used an action to shake them out of it. That wording was removed from the final version to make the Stone rune stronger. Now the only two ways for the effect to end are if the target makes the saving throw on a subsequent turn or if the 1 minute duration ends. Honestly, the UA version of invoking the Stone Rune was a bit on the weak side.
Because the Stone Rune gives you darkvision, it's a great fit for a variant Human, Goliath or Dragonborn.
It was one of the first runes my Goliath Rune Knight took, both for the Darkvision(boosted from either 60' or +30' if you already had it in the UA, to a flat 120'), and I figured the Stone Giant rune would be a natural choice for a Goliath.