I like the flavor, but am not sure it belongs as a Fighter subclass. It was interesting and fun to play, but felt more like a Barbarian type subclass rather than a Fighter subclass, at least in its current form. I like it, but it may need some massaging to make it fit with the Fighter class better as it gains in level and skills
I am going to play it a bit more to see if my opinion changes, but those are my current thoughts
Was wondering what others think about this particular subclass.
My DM is letting me play this in my campaign, with a bit of massaging on defensive runes. From what I gather the damage and utility is actually comparable with BM and while the skills look strong, they are a slow roll to get, and they take a bonus action which you can only take once per turn.
For defensive runes, my DM is thinking about putting a cap on how many times I can use it, cause it's essentially a better shield that I can cast on other people.
As for flavor, I like it a lot. Feels like a more archaic EK, and would certainly work with a dragonslayer-esque players, firbolgs, and any race/player who really worships giants. Flavor, as always, is how you play it in my mind. So with enough creativity you can make most things work.
I like the flavor, but am not sure it belongs as a Fighter subclass. It was interesting and fun to play, but felt more like a Barbarian type subclass rather than a Fighter subclass, at least in its current form. I like it, but it may need some massaging to make it fit with the Fighter class better as it gains in level and skills
I am going to play it a bit more to see if my opinion changes, but those are my current thoughts
Was wondering what others think about this particular subclass.
When I first read that class I was stricken by how it had two distinct and strangely connected half-finished ideas in it.
The First idea, the Giant Blood, is just about a Barbarian as you can get. Giant Might, Great Stature, and Blessing of the All Father all come together in a very tight way to flesh out a Giant blooded Barbarian
The second idea, the Runesmith, grants you Rune Magic, Defensive Runes, Rune Magic Mastery. All I think it's really missing is some 'environment affecting runes', like a Rune that will arcane lock any door it is placed on, or a Rune that will explode and do siege damage to doors and walls. Utility things that the Runesmith can break out in a pinch.
With the two mixed together, it's just feels a bit disjointed and incomplete to me.
I like the flavor, but am not sure it belongs as a Fighter subclass. It was interesting and fun to play, but felt more like a Barbarian type subclass rather than a Fighter subclass, at least in its current form. I like it, but it may need some massaging to make it fit with the Fighter class better as it gains in level and skills
I am going to play it a bit more to see if my opinion changes, but those are my current thoughts
Was wondering what others think about this particular subclass.
When I first read that class I was stricken by how it had two distinct and strangely connected half-finished ideas in it.
The First idea, the Giant Blood, is just about a Barbarian as you can get. Giant Might, Great Stature, and Blessing of the All Father all come together in a very tight way to flesh out a Giant blooded Barbarian
The second idea, the Runesmith, grants you Rune Magic, Defensive Runes, Rune Magic Mastery. All I think it's really missing is some 'environment affecting runes', like a Rune that will arcane lock any door it is placed on, or a Rune that will explode and do siege damage to doors and walls. Utility things that the Runesmith can break out in a pinch.
With the two mixed together, it's just feels a bit disjointed and incomplete to me.
I can see the disjointedness. It doesn't make a lot of sense that you should be able to just inherit features of giants. Mostly because rune magic originated in Mechanus (if I'm correct???). They didn't need the magic to grow big so making it a feature is kinda silly, even though I love growing large. But also that's the fun of finding your own flavor in D&D. At least for me.
I also totally agree there should be more technical applications of Rune Magic. I'm gonna be multiclassing into artificer to get that item based flavor and it feels so right (plus lets me use my int as my damage modifier). The problem is that I won't be going far enough to hit glyph of warding or even arcane lock. Still I'm going to flavor what I can, but I wanted more out of it and this'll have to do. The funny thing is I did name this combo Rune Smith XD.
I think Rune Knight would honestly be a lot better as an Artificer subclass. Drop the growing stuff and add some more utility, and it would be a really cool trap mage.
Strip the rune/giant fluff and the rune knight is what the eldritch knight should have been.
The sheer amount of cool utility is what makes it fit the fighter so much better than the barbarian. The fighter is melee combatant that uses strategy with their brawn the barbarian is pure unadulterated power. The barbarian isn't thinking about how to help his allies his thinking how he can put his enemies into the ground.
I like this under fighter as it gave me a similar feel of the dominion marks from the War of Broken Mirror book series. It gave a lot of utility to a fighter which I had fun to play with when I multi-classed with my rogue.
Having currently replaced a dead character with a Rune Knight Gnome in our current campaign, I can safely say the features are pretty solid.
It does have a bit of a barbaric feel...specifically, my gnome is styled after a viking, or perhaps more like a Frost Giant.
The advantage gained on certain skill checks helps keep the Fighter fun outside of combat (healthy use of Intimidation + Deception), and certain activated runes have been regularly used with great effect (particularly the Cloud, Storm & Frost runes).
The reactions are great for action economy...gaining or imposing advantage / disadvantage with the Storm rune have helped my Fighter land the hits on single enemies he wishes to clobber, and the Cloud rune has transferred punishing damage right back at enemies in group fights.
The flavor is cool, as well...the Frost rune that shores up my gnome's Strength is flavored as his muscles bulging, giving off wisps of frosty air...while the Storm rune makes his eyes glow, and the Cloud rune just makes weapons pass through him like mist.
...and having your GNOME basically become your groups designated muscle when they enlarge themselves has led to hilarious moments.
Having currently replaced a dead character with a Rune Knight Gnome in our current campaign, I can safely say the features are pretty solid.
I agree with this completely. I have been playing a variant human Rune Knight in our campaign, and the class feels very balanced to me, especially across the three pillars of the game.
One interesting thing that I've noticed is that, depending upon the runes you choose (Ild and Uvar for my L5 RK), I have plenty of bonus actions for dual wielding as a Dex-based fighter. The fit is also nice in other respects:
No need for strength-boosting Ise (which would have used a bonus action to activate).
Ild procs on any hit, meaning dual wielding boosts it.
Skye and Stein are both reaction-driven.
Uvar is reaction-based (after bonus action activation).
Giant Might (though a bonus action to activate) gets better with more attacks.
Another cool thing: With Bounty Hunter background, I have Thieves' Tools, and Ild doubles the proficiency bonus. Sitting at +10 at L5, which is pretty incredible. With Medium Armor Master, I can really play up my sneaky fighter-type.
I am planning to play a STR-based dual wielder Rune Knight in an upcoming campaign. I agree with everything you just said - Gian's Might scales so well with two weapons.
I'm taking Dual Wielder and Two Weapon Fighting Styles so that while I'm activating runes as a BA, I can still twack stuff with a d10 Warhammer.
Having trouble finding people talking about the Rune Knight and glad to see some people having played it here. Question for everyone:
Would you play the passive abilities of Rune Magic in a way that would that push already proficient skills into expertise?
Thanks for any feedback. Cheers
I'm not sure what you mean - are you thinking of modifying the passives? Because they just give mostly advantage, except for the fire rune. I would think for RP purposes, you'd just maybe say that your skills are enhanced - not that you're an expert. Your skills are being augmented by magic, after all; you aren't suddenly better at things because you practiced them.
I recently played a Rune Knight in a one shot.
I like the flavor, but am not sure it belongs as a Fighter subclass. It was interesting and fun to play, but felt more like a Barbarian type subclass rather than a Fighter subclass, at least in its current form. I like it, but it may need some massaging to make it fit with the Fighter class better as it gains in level and skills
I am going to play it a bit more to see if my opinion changes, but those are my current thoughts
Was wondering what others think about this particular subclass.
My DM is letting me play this in my campaign, with a bit of massaging on defensive runes. From what I gather the damage and utility is actually comparable with BM and while the skills look strong, they are a slow roll to get, and they take a bonus action which you can only take once per turn.
For defensive runes, my DM is thinking about putting a cap on how many times I can use it, cause it's essentially a better shield that I can cast on other people.
As for flavor, I like it a lot. Feels like a more archaic EK, and would certainly work with a dragonslayer-esque players, firbolgs, and any race/player who really worships giants. Flavor, as always, is how you play it in my mind. So with enough creativity you can make most things work.
When I first read that class I was stricken by how it had two distinct and strangely connected half-finished ideas in it.
The First idea, the Giant Blood, is just about a Barbarian as you can get. Giant Might, Great Stature, and Blessing of the All Father all come together in a very tight way to flesh out a Giant blooded Barbarian
The second idea, the Runesmith, grants you Rune Magic, Defensive Runes, Rune Magic Mastery. All I think it's really missing is some 'environment affecting runes', like a Rune that will arcane lock any door it is placed on, or a Rune that will explode and do siege damage to doors and walls. Utility things that the Runesmith can break out in a pinch.
With the two mixed together, it's just feels a bit disjointed and incomplete to me.
I can see the disjointedness. It doesn't make a lot of sense that you should be able to just inherit features of giants. Mostly because rune magic originated in Mechanus (if I'm correct???). They didn't need the magic to grow big so making it a feature is kinda silly, even though I love growing large. But also that's the fun of finding your own flavor in D&D. At least for me.
I also totally agree there should be more technical applications of Rune Magic. I'm gonna be multiclassing into artificer to get that item based flavor and it feels so right (plus lets me use my int as my damage modifier). The problem is that I won't be going far enough to hit glyph of warding or even arcane lock. Still I'm going to flavor what I can, but I wanted more out of it and this'll have to do. The funny thing is I did name this combo Rune Smith XD.
I think Rune Knight would honestly be a lot better as an Artificer subclass. Drop the growing stuff and add some more utility, and it would be a really cool trap mage.
Strip the rune/giant fluff and the rune knight is what the eldritch knight should have been.
The sheer amount of cool utility is what makes it fit the fighter so much better than the barbarian. The fighter is melee combatant that uses strategy with their brawn the barbarian is pure unadulterated power. The barbarian isn't thinking about how to help his allies his thinking how he can put his enemies into the ground.
I have a Rune Knight Kobold and a Dragon-marked Human Monk Eldritch Knight multi-class that I play in different games.
I think they play very differently
He's saying that EK is lack luster, which it debatably is, and that RK is what it should be without the giant/rune flavor.
I like this under fighter as it gave me a similar feel of the dominion marks from the War of Broken Mirror book series. It gave a lot of utility to a fighter which I had fun to play with when I multi-classed with my rogue.
Having currently replaced a dead character with a Rune Knight Gnome in our current campaign, I can safely say the features are pretty solid.
It does have a bit of a barbaric feel...specifically, my gnome is styled after a viking, or perhaps more like a Frost Giant.
The advantage gained on certain skill checks helps keep the Fighter fun outside of combat (healthy use of Intimidation + Deception), and certain activated runes have been regularly used with great effect (particularly the Cloud, Storm & Frost runes).
The reactions are great for action economy...gaining or imposing advantage / disadvantage with the Storm rune have helped my Fighter land the hits on single enemies he wishes to clobber, and the Cloud rune has transferred punishing damage right back at enemies in group fights.
The flavor is cool, as well...the Frost rune that shores up my gnome's Strength is flavored as his muscles bulging, giving off wisps of frosty air...while the Storm rune makes his eyes glow, and the Cloud rune just makes weapons pass through him like mist.
...and having your GNOME basically become your groups designated muscle when they enlarge themselves has led to hilarious moments.
I agree with this completely. I have been playing a variant human Rune Knight in our campaign, and the class feels very balanced to me, especially across the three pillars of the game.
One interesting thing that I've noticed is that, depending upon the runes you choose (Ild and Uvar for my L5 RK), I have plenty of bonus actions for dual wielding as a Dex-based fighter. The fit is also nice in other respects:
Another cool thing: With Bounty Hunter background, I have Thieves' Tools, and Ild doubles the proficiency bonus. Sitting at +10 at L5, which is pretty incredible. With Medium Armor Master, I can really play up my sneaky fighter-type.
I am planning to play a STR-based dual wielder Rune Knight in an upcoming campaign. I agree with everything you just said - Gian's Might scales so well with two weapons.
I'm taking Dual Wielder and Two Weapon Fighting Styles so that while I'm activating runes as a BA, I can still twack stuff with a d10 Warhammer.
Hey guys,
Having trouble finding people talking about the Rune Knight and glad to see some people having played it here. Question for everyone:
Would you play the passive abilities of Rune Magic in a way that would that push already proficient skills into expertise?
Thanks for any feedback. Cheers
I'm not sure what you mean - are you thinking of modifying the passives? Because they just give mostly advantage, except for the fire rune. I would think for RP purposes, you'd just maybe say that your skills are enhanced - not that you're an expert. Your skills are being augmented by magic, after all; you aren't suddenly better at things because you practiced them.
Oh snap, its just a misread on my part.
My bad, and thanks. I had for some reason believed the wording was about proficiency and not advantage. Never mind me..
no problem. have a good time with your RK!