Rune Knight Fighter in Tasha's Cauldron of Everything | Nerd Immersion
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- Опубликовано: 11 сен 2024
- The Rune Knight Fighter is the last new fighter subclass in Tasha's Cauldron of Everything. It taps into that whole giants/runic magic concept that so many people seem to love. While that aspect holds no interest for me, I like a lot of the abilities that this class can perform. It's always nice to have options other than "I swing my sword".
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I feel like Runic Shield should just impose Disadvantage for that attack roll.
Runic Shield
"I'LL SAVE YOU!"
*accidentally used rune magic to enhance the attack*
"oof"
*walks away*
Wouldn't it work the other way as well? Like an enemy lands a crit and you have them reroll to a regular hit?
Basically I would save it for crits or just really high hits.
@@nicholasjenkins4621 That'll making it worth it on 5% of the fights
well at least you can cancel a 95% chance of removing a crit like a Grave domain Cleric
Am I wrong to admit you can use it on your allies hits against your enemies?
@@felipeolabarriaga2043 Nope with the way it's worded you can use it to let your allies also re-roll attacks.
I'm loving all the new fighters that really show them as great. Echo Knight, Rune Knight and Psi Knight seem super fun. Definitely leaning towards a fighter the next time I can play, however I suffer from the 'Forever DM' curse currently...
Introduce NPC characters and companions your players can recruit or that are needed for a certain quest. Maybe even have one of them hire your players for a job to aid them in.
Echo Knights are super fun
Do you mean psi warrior?
You listing them out makes me think they need to be more creative in the naming process.
I ran for 4 players and just added an NCP that I played as a regular PC. It was actually pretty fun. All of my friends were cool with it because they knew I wanted to play and none of them wanted to DM haha.
I like this class a lot. I do think the intent of runic shield is to effectively impose disadvantage, and would hope any DM would allow it to be played in such a way.
Although I agree *mechanically* with the choice to level limit the Hill and Storm abilities, the flavour there isn't quite right. The ordning puts storm and cloud giants at the top, so their runes should be the level limited ones.
I get that, but hill is behind that wall and cloud isn't so it doesn't really fit that flavor
I know, it's odd. I was kinda thinking it could be justified by reasoning that the Hill Giant is the most basic of the giants, a base upon which all the others are built upon. The polar opposite to the Storm Giant. The Omega to the Alpha. Still, it feels a bit out of place.
I would not ask a DM to change Runic Shield to disadvantage, as Runic Shield is in a way more powerful. Most ways to impose disadvantage (such as Protection fighting style) is used when the attack is declared before any dice are rolled - Runic Shield you use once they've rolled the attack and you know whether the attack hit or not. With the first you could potentially impose disadvantage on an attack that would have missed anyway; with this you are always making them reroll a hit into a potential miss.
There's already a rune for giving disadvantage so I don't they intended for runic shield to be a disadvantage i think clearly stating they must use the new roll means you must use the new roll good or bad. And for the example in the video in goes both ways yeah I could use this and give my enemy critical hit but I could also get rid of a confirmed critical
Rune Knight + Dueregar.
Fun size no more!
I'm playing a deep gnome Rune Knight in my game!
That begs the question for the 18th level feature. If you are size Huge because of Giant Might and you enlarge yourself, does the extra 5 feet of reach go away because you're no longer "that size"? Despite you being larger?
@@rallozarx4215 Technically, based on how it’s worded, I think it would go away, but most DM’s would probably let you keep the reach extension because you freaking 20 feet tall
With the new ability score changes, I probably would do a strength based halfling rune knight who grew up happily adopted in a good-natured Goliath tribe in the Icewind Dale (there is a good aligned example in RotFM) and was taught basics of the rune magic by the tribe, treated like an adorable younger sibling by everyone because of his helpful attitude and positive outlook. He looks and acts like an unassuming sweetheart, but suddenly GROWS when the combat starts and scares the hells out of his enemies by doing that. Maybe spice it up with some barb levels later. I almost wish this subclass ended up being a barbarian one with runes evoking on rage
Just wanted to ask, are you going to be covering the new spells included in the book? Stay awesome and keep making great content!
Yup
@@NerdImmersion Thank you so much! Can't wait to see you cover it all
I'm seeing huge potential for the fire rune on a ranged fighter build. It only says when it hits with a weapon attack, so you could be throwing those flaming shackles on the enemy wizard or cleric in the back line by using a longbow.
Not even to mention the fact that, since the Giant's Might Feature doesn't limit it to any specific Type of weapon, that Longbow Attack could be something like this:
1d8 Piercing+DexMod+2d6 Fire+Up to 1d10 Extra Damage, plus a Strength Save against that Enemy Wizard or Cleric to not be Restrained, plus 2d6 DOT if they continue to fail that Strength Save!
There's already a LOT of potential for Dex Fighters to truly Shine with Rune Knight!
The Rune Knight is the first Fighter subclass that I’ve been interested in playing.
Just wanted to say : you can have a constitution based aility check ! There's an optional rule where the dm can ask you to use one stat over the other if it fits the check (like using constitution instead of stengh for an athletic check for running a marathon)
I personally would have preferred if they made this a subclass for the barbarian, it would have made more sense to me thematically for a barbarian to be able to grow in size when they rage and invoke runes that they have engraved on their weapon of choice.
As far as Runic Shield goes, you can also use it to give an ally a reroll on an attack.
"Whoops, the Rogue missed."
"Reroll it."
"Why?"
"Because _my shield is somehow thy sword_ that's why!"
Tragically, it only works when the attack has already hit.
@@calvinwarlick8533 Damn. At the least if an ally has advantage and hits, but doesn't crit, then you can give them a pretty safe reroll.
The rouge might still love you.
@@brucemaximus3797 I suppose that's a possibility, though I'd veto that in my games.its clearly not the intention.
@@calvinwarlick8533 Agreed. I'd plug the UA version, modified to use either CON or WIS for the bonus.
"Stay near me, Seidemann. Safest place is in the eye of the storm."
@@brucemaximus3797 The rogue will hate you since with advantage he can already bank on the sneak attack. If you force the reroll and he has such a high to hit that he cannot miss except on a nat 1, he's still got 90% chance to do same damage, 5% chance to do nothing, 5% chance to do double damage. If he doesn't then it's straight up worse.
Remember you can not just give creatures advantage with the Storm rune (handy for your rogue or paladin friend), but also disadvantage. So you could targeted the creature under the effect of your fire or stone rune and give them disadvantage on there saves against it. Great rune
There are in fact Constitution ability checks, there just arent any skills to modify Con checks. Not all checks have skills attached to them.
What would be an example of a constitution check?
I was thinking of holding your breath, but that's just con mod +1, no check involved.
@@Marhathor RAW holding your breath for an overly long time is a Con check, as is surviving long stretches without food or water, engaging in a long march, or attempting to down an entire mug of drink in one go. Those are the examples the handbook gave.
Aren't all of those constitution saving throws, not checks?
@@Marhathor they are the examples for checks, given in the book.
@@Marhathor as a general rule, I think of saving throws as effects that catch you off guard whereas checks are you choosing to apply yourself.
A thing that I figured out about the Rune Shield, is that due to its wording, it is not just a defensive ability. Say you attack a creature, and roll a nat 1. Your enemy is technically a creature, other than you, that you can see, within 60 ft. Meaning you can use your reaction to reroll your own attack. This is especially useful if your DM is using the nat 1 fumble table.
Just think of Runic Shield as a 60ft crit canceller. Twice as long as a Grave cleric.
That’s the only time I’d use it.
Well you can still try save your ally if he happens to be low hp and will be downed if the attack hits.
@@michaeliglesias2806 Seeing as you can only use it 3 times to a maximum of 6 times a day and uses a reaction i think that rerolling crits is possibly much better than just adding ac to a single attack also forcing the dm to reroll is still highly beneficial as you improve your odds to not get hit regardless.
Unless you have the cloud rune, in which case you'll wanna use that reaction and crit to make the enemy obliterate another of it's allies.
Bet money Runic Shield gets errata'd in the next few months, there's no way they intend it as an attack enhancement for your enemies lol. What it should do is add your proficiency bonus to your ally's AC against that attack, because it's a runic *shield*, not a debuff on the enemy. Seems like it directly affects the wrong party
shoulda just done what it did in the UA with con instead of int), maybe keep it as proficiency bonuses per short rest if they were worried about unlimited uses.
Why's it need a rework? Enemy rolls a crit, you make them reroll. Sounds like a wonderful ability to have in your pocket at all times. And if your wizard is sitting at 3/56 HP, I don't think he'll mind that you forced him to take 20 damage instead of 10 on the off-chance the re-rolled attack misses and he lives another round.
@@commodoreblood because shields don't enhance the attack used against them
@@natural20selfcrit81 Shield as in the spell? Valid, unless they're out of level 1 slots.
@@commodoreblood No, I mean a literal shield. The ability is called Runic Shield, but it has just as much chance of enhancing the enemy's attack as it does blocking it. so it's not a shield, because shields don't do that. It's a badly named, designed, and executed ability.
Rune Knight was one of my favorite UA playtest. I like that Ruinic Shield's almost makes it like the attack has disadvantage.
It may be the first nonPHB fighter I play next time I am a player. Though I also really want to play Clockwork Sorc, because that was my favorite UA subclass and TCoE did it well .
lol at almost saying "fast as f***ing possible" #amiright?
This might be my second favorite fighter class right after Battle Master (I am not counting eldritch knight, because I never play that one pure frighter without multiclassing)
It gives you alot of variety, you get permanent always on bonuses for each rune, and since you can invoke each rune once per short rest, you get alot of use out of it over the long run, especially if your game happens to have longer adventures, where 2 short rests per day are common.
Having Constitution as your spellcasting modifier is great for the fighter, since you want to have a high con anyway, like said in the video. And once you reach Level 15, you can really go nuts with your runes.
What I really like is that the runes are not limited to one per type, if you say the bonuses are well covered in your party, you can stack up on the rune you like and have for example multiple charges of your deflect attack rune or fire shackles.
I like rune knight, but I feel like it is an extremely powerful fighter subclass
@Hexproof Project Yeah, I think the runes are extremely powerful because the essentially give 1st level spell casting to a fighter without forcing it to branch out of the Con/Str/Dex stats of the fighter. The giants might didnt immediately scream powerful to me but it is actually really good on second thought because it's basically a better hunters mark from the ranger. I glazed over its last ability because my playgroup almost never plays above level 10, but I can imagine that it can be both incredibly powerful and very fun to use.
I have suplexed the Tarrasque with new rune knight. It was on my bucket list which is now crossed off.
A true mad lad and a gem to the community. Your services to all of us is greatly appreciated and behalf of all of us, thank you for all the content.
The rune knight is my FAVORITE subclass now - not because it's super good, or because I really like what it gives, but because I love playing grapplers, and TCoE decided to give all the pieces to make a great grappler, and one of those pieces is the rune knight.
You can get unarmed fighting style for fighters, skilled expert feat to get expertise in athletics and giant's might to grow big - you can even get eldritch claw tattoo to get magic unarmed attack +1. It's everything to make a great grappler.
To be even better, get a custom lineage and start with 18 in str and the tavern brawler feat in order to grapple with a bonus action.
You can stack the Eldritch Claw tattoo with the only other Unarmed boosting magical item which, annoyingly, only ever appeared in the Adventure Module Horde of the Dragon Queen. This was the Insignia of Claws, so if you wanted to stack them both together you could get a +2 to your attacks. OR if you ask nicely that the DM could add in +2 and +3 variants of the tattoos/Claws which higher rarity and more cost involved.
So uh at level 18 you can grapple gargantuan creatures with a grapple build. Seems like it could be fun.
Psss lemme whisper in yo ear sweet tarrsque gurl
@@stevenyoung9738 I'm probably going to be playing a Goliath Rune Knight in an Icewind Dale game. I know it has a scroll of tarrasque summoning. I might just have to give it a wrastle, if I can.
If you have a party member with the enlarge/reduce spell, or take 2 levels of a caster with that spell option, you could become gargantuan yourself after invoking the Runic Juggernaut feature!
@@JakDanielz Need to be level 3 wizard or sorcerer to get the spell so that wouldn't work. But you're right a party member could do it to you and that'd be pretty cool. I keep getting an image in my head of grabbing an ancient dragon by the tail in one hand and bashing it over the head with a massive warhammer with the other. This class has the makings to be Metal as hell.
@@kurtmohr7239 yeah, i misread 2nd level spell as gaining it at 2nd level. A druid has the ability to cast it now as well since TCoE added it to the Druid spell list, which is pretty dope.
I can't wait until people start talking about the new feats
i'm mostly hyped for the damage type feats. the way they're worded makes them work with A LOT of synergies
Pretty sure that runic shield was meant to give Disadvantage without it being countered by Advantage. The feature should add the sentence " use the lowest roll."
This is my favourite class in dnd that ive played so far, THERE IS SO MUCH FLAVOUR TO IT AND I LOVE IT
I like this subclass. I see some potential fun using that size increase. Being able to use that "proficiency times" makes me want to play a gnome or halfling "hulk" barbarian/
fighter.
Could you technically become a large creature forever if you were tall enough for the tenth level feature to make you large?
Ted, I'm quite surprised you're not thinking of the opposite happening. Runic shield is perfect for activation if an attacker rolls a Nat 20 on the first try. I'd say personally its good to use on whatever is considered a critical hit, (like if a high level champion fighter rolled a 19 or 18 against an ally.)
I'm curious why it uses CON for your DCs now not INT, when it's purely arcane rune magic.
That doesn't make a whole lot of sense. It's just a written formula to invoke magic which seems to be INT magic to me. Even if its more instinctive natural magic it should be CHA. I can't see how studying giant runes invokes magic from your own health and lifeforce, like a genasi or storm barbarian could.
I can complete understanding why they made gaints might to once a turn, fighters with super hunters mark would be crazy unbalanced.
@@texteel its a non concentration hunters mark that could be pair with hunters mark, that could easily get out of hand.
For runic shield, I would allow the player to choose either of the two rolls. Because it says a creature you could see getting hit, it could be the removal of the shield or granting of one and that choice would be a way to not have combat turn sour by accident for an intentional intervention by the fighter. A critical hit is always a potential player death so I wouldn’t throw the chance of that around the way the ability seems to imply.
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I also used the first three levels with mercy monk 17 as a multi class grappler. It seems to be a fun way to allow that implementation.
As much as I like this class, it bugs me that they removed the names for the runes! Give me your fancy magic lingo, WotC!!
My thoughts...
Bonus Proficiencies: more proficiencies and languages are always nice.
Rune Carver: It adds a great amount of versatility to the fighter and each of the runes do an excellent job at representing the six main types of true giant.
Giant's Might: You turn into a miniature giant for a minute, what's not to love about that? Although I am bummed about losing the extra d6 per hit.
Runic Shield: With the way it's currently written, the UA option is far superior and needs a wording change to let you choose.
Great Stature: I agree with what Ted said.
Master of Runes: More access to your runes is always enjoyed.
Runic Juggernaut: You can become the full size of a true giant and gain all of the perks that go with it. Works for me.
Final Thoughts: I still enjoy this class and plan on making one, however I will be allowing my players to use the UA shield unless the wording changes and giving them the bonus to damage on all attacks instead of just one.
The execution of these videos is so simple, but they're perfectly efficient. Well done, you've made an excellent resource!
My man you need more sleep than I do
Lmao I was thinking the same thing
He looks like that even when he's well rested. He's had to address this before
@@xanzus oh, I was meaning the upload schedule. Unless he's uploading in Eastern Time.
0:58 “fast as f…humanly possible” lmaoooooo
Honestly if my DM is cool with it, I’m going to keep defensive runes and pretend it’s a class feature variant. Runic Shield is just redundant because of the Storm Rune anyway, the change is just weird to me. They could have just made it plus to AC equal to proficiency bonus and at max it would have the same strength as before. For such a multi-attribute dependent subclass, I really didn’t see too much of an issue
Honestly I just wanna play a Goliath rune knight that grapples giants to the ground and can charge through a building
A friend of mine is planning on running an Icewind Dale game, I figured a goliath would be setting appropriate, and I figured I'd use one of the new subclasses from that book I just bought. Figured I'd pick something that would capitalize on the melee focus that goliath's get, and Rune Knight fits so well thematically.
@@jacobdavis6604 ah yeah that’d be awesome. I gave a friend icewindale for his birthday he’s plan on starting it December/jan. I’m thinking of a dwarf cleric of light. But there’s some really neat subclasses in this book
When the Might upgrades to Huge, you are considered even bigger than that for lifting, pushing, etc. That means you pick up a troll in 2 hands and beat his friends to death using him as a blunt great weapon.
I'm highly considering having my Duergar Forge Cleric (level 8) multiclass into fighter just because of this class. We don't have a typical tanking class in our party so tanking is designated between my character and the Moon Druid. So not only does it make sense from a party role perspective, it's thematically perfect for my character. This might be my favorite subclass of the whole book.
Since Runic shield can only be used prof number of times per long rest. You could just save it for either when an enemy critically strikes, or when any hit would be enough to knock your friend out (or some other potentially big problem like when someone who is concentrating on a critical spell is the target). These are situations where you can't really make things worse, and it preserves the somewhat limited number of uses.
The rune knight is a quarter castor if the Giant theme doesn't work for you. Swap the weak spell effects for other thematically appropriate and weak or weakened spell effects. It's a good template for an elemental fighter or a summoner of tiny animals...
As is currently written, I would use Runic Shield in one of two situations: 1) the enemy got a critical hit. 2) nearly any amount of damage the ally took would down them. In both cases, there's no point in not using it so even if the enemy rerolled and got a nat 20, I'd just be like "Welp, it just wasn't your day I guess."
The activation on Stone Rune is really kind of nuts. The fact that it's a reaction on another creature's turn means on a failed save you get _at least_ a full round of that creature just standing there in a stupor that doesn't break on damage. Meaning every single party member, including yourself, gets a chance to attack it with impunity.
Build: 'Gundan'
Race: Goliath - use the new variant rule and get +2 to int and +1 to con, dump str to 8 since you get the belt later
Multiclass: Artificer Armorer (17) + Rune Knight (3)
The idea is use the 'Giant's Might' to become Large as a bonus action, then cast 'Enlarge/Reduce' and become Huge.
With the belt giving 21 STR, plus your huge size, plus the 'Powerful build' from the Goliath, the size calculation become GARGANTUAN, allowing you to carry/push/lift up to 2400 pound or a TON of material
Congratulation you now are a Giant Robot
While I understand the new Runic shield could potentially end up how you describe it, I believe the likelyhood of that happening is relatively low. After all, you decide to use it after you know wether the enemy's attack will hit or not. On the 16 attack roll you used as an example, 4 out of 5 times the new roll will be lower. And only in 5% of times the actual damage would be increased (with a critical hit). I consider it an statistical advantage. Also, the published version of Runic Shield can save an ally from an attack that originally was a Critical Hit, while the UA version can't because a Crit bypasses AC.
I do agree it would be even better if it allowed you to choose which roll to keep.
My favorite subclass of the book! Love how they made its rune DC based on Constitution instead of Intelligence like in the UA.
Tasha's ranger also has the "once per turn you get to add you wis mod to attack or damage rolls" attempt at balance. I wonder if this is just a thing with Tasha's Cauldron classes.
imagine a bear totem barbarian/rune knight multiclass....thatd be so crazy powerful and hard to kill
I love this. I already have a character idea of a Forge Domain cleric (Blacksmith) who forges a weapon that grows as he takes levels in rune knight until the weapon he forged becomes a unique legendary weapon.
Hmm, I think the Runic Shield ability stacks with disadvantage. In that instance, they would be in effect rolling four times and picking the lowest from two sets. Which is pretty close to super disadvantage.
Texhnically, it just says reroll the d20. As I understand it, they would just reroll the d20 they used (the lowest one), and then use the new number.
Definitely think Runic Shield is written as intended, for better or worse. The optimal time to use it is to cancel a crit, as many people above me have said, but also to take that gamble when your ally is at low enough health that any hit will probably knock them out anyway.
Runic Shield can be used to allow your allies to reroll their attacks too though.
"When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll." As long as you are within 60 feet of your ally making an attack, you can use this to give your allies the opportunity to reroll a missed attack.
Unfortunately it can only be used if the attack hits in the first place. It could be useful on an ally with a crit fishing build, I suppose, but that's a risky maneuver.
I think Runic Shield is probably written as intended, most likely it is there specifically to force rerolls on natural 20s to at least reduce damage or potentially lower a high roll vs a strong AC
I really enjoyed the UA runeknight, but I have mixed feelings about this printing of it. I think I would probably splice the two in some areas.
I’m also very indifferent. I’m not thrilled that your main ability to transform into a giant, is somehow weaker than the enlarge/reduce spell. Instead of +1d4 with every attack you get +1d6 once per turn. What? Doesn’t make sense.
Especially since the flavor behind the extra damage in the first place is explicitly stated to be because you're yoaked out on giant juice, which makes only being able to do it once per turn make absolutely no sense.
The Runic Shield feature can cause the re-roll to be a natural one just as easily as it can be a crit so it probably balances out. Maybe if you’re worried about it make sure you’re helping out the team barbarian or Paladin who can take a crit? Otherwise hope there’s a grave domain cleric nearby.
My counter argument for runic shield is if your dm critted against your ally on the first attack, then you could use that to save your ally from a crit which is amazing. Also if you accidentally make your ally suffer a crit that’s funny
Session 1 sampling Rune Knight and the first combat did exactly that with the Runic Shield.
Turned a Gibbering Mouther hitting a 10 HP wizard into a crit. 5d6 into 10d6 killing the wizard outright.
We just took a deep breath, agreed it was stupid and added a post-it not to the class saying it was granting disadvantage.
Disclaimer, I've been playing a Rune Knight Goliath for a couple of years now, ever since I found the UA. I think overall, the reprint into Tasha's was done very well. The 7th level restriction on Hill and Storm makes a lot of sense, they are probably the most powerful runes, especially early on. Being able to switch as yo gain levels is nice flexibility, its a bit sad to see that you can't deal Giant Might every attack, but, its a minor change. I like Runic Shield, it is a gamble, but if you want disadvantage, that's what the Storm rune is for. My only complaint, I liked have the runes be INT instead of CON based, I liked the idea of an INT based fighter, and it made you think more about how to spread out your stats. Again, just my 2 cents.
I would like to say that creatures of certain size gain abilities for being that size, for example a large creature adds 1d4 to damages and this is probably why they made the addition to once per turn because adding to all of your attacks 1d6+1d4 would be absurd and then I believe it also applies to the huge category however we don’t have a base damage addition stated however it should increase since it does so with the size as mentioned before. For those who question why the d4 for all attacks if you check the enlarge of enlarge reduce we see how it states that because of being a large as a whole and it is something that is seen in other races and abilities that allow you to alter your size . I would then believe that this is intended and therefore the cause of the nerf of the ability.
Can't wait for you to cover the monk subclasses. I think they both turned out super flavorful and fun
Perfect subclass for the art major who stands on the shoulders of giants for the image of the sunset.
Yeah for runic shield they should've said "the attacker has to use the lower number" that way if the reroll was higher it doesn't potentially crit.
I'm thinking the way the runic shield works is more to prevent a crit from happening as opposed to making one happen but it's always a possibility.
yeah it's essentially a pseudo grave cleric ability. Either way, makes someone think twice before using it.
They could always roll two 20s lol
This sounds like a good subclass for Fighter as well. I do like the ability to change out the runes as needed for the day plus the bonus of the passive & active uses on each rune type. It could be another fun class to play. Hopefully it doesn't fall flat.
With a rune knight i would multiclass with an artificer(armorer?).
Any blade-pact warlock would also benefit. Heck the spellsinger would be interresting too.
Overall i do like it and i do hope Wotc does create a Runic artificer eventualym
Runic Shield should just straight up say disadvantage. Done. Easy. Nuff said. Seems overly wordy right now, just cause disadvantage. Lmao!
It triggers when HIT though, not when an attack is made. At that point, disadvantage doesn't work.
Runic shield should honestly be used to cancel crits instead of normal hits
It stacks with disadvantage. If the enemy attacks with disadvantage and still hits, you can reroll it
One obvious combo here is to use the fire shackles to restrain/give disadvantage to the enemy’s attacks
So when the guy hits you, you can still reroll.
At lvl 7, when you get shield, you can have up to two uses of shackles due to it recharging on a short rest. Since you’d have 3 proficiency at this point you could still use the remaining shield use to negate a critical.
it should just straight up do what it did in the UA: raise a target's AC vs that hit
Yes there is a chance of the dm rolling a crit on the reroll, but it is only a 1/20 chance. The fact that you use it after they have been hit basically means they are attacking with disadvantage.
It is still worth the risk of turning a hit into a crit to reroll a hit
The thing with Runic Shield is that it doesnt specify "when an ally is hit" it just say when "when a creature is hit" so technically it could be used on an enemy, which then forces your ally to reroll. Honestly prefered the UA version, but at least Runic Shield is basically a Nat 1 and Nat 20 canceller.
It does only work if the attacker hits, though, so it can't be used to help your allies.
I like the idea of the class, but it doesn't feel like there's enough options to make it feel like you're actually smithing and creating these runes yourself. Just feels like powers you learn or obtain. I wish there was some variation of rune effects depending if they were put on armor/weapon/other, so it'd feel more like you're learning the rune and choosing how to use it, or maybe treat them similarly to Artificer Infusions. You'd have more options, and you could choose to do builds dedicated to only fire runes or only storm runes or something like that, instead of being forced into taking runes from every giant when you may have a more dedicated build in mind (especially now that some of the Runes have level prerequisites). Maybe that's too much for just a subclass though.
I'd like to multiclass this with Artificer and reflavor all the Artificer spells and infusions into new runes. Though some spells may be hard to keep in the giant theme, and ironically that brings back the UA's issue of forcing you to invest in Intelligence. Still, would be fun I think.
Rune shield can now also be used to change a crit miss into a hit. Because it does not say it has to be on a ally
“To get these out as fff- humanly possible” 😂😂
Isn’t the inverse also true for the new roll being forced? So if they roll a crit you could make them roll again?
"They must use the new roll" limits it, I think
@@LethalLemonade no it does, but I’m saying the limit works both ways.
@@keeganmbg6999 oh right yeah, of course. I already considered it a more versatile Grave Cleric's crit negation ability
YOU'RE 34?!?!?!? I do not know if this has something to do with anything, but almost all other dnd youtube channels are either dudes that are 45+ years old or in their early 20s.
You and the Dungeoncast are the most informative and straightforward dnd youtube channels for me. Could your age and different timeline with experiencing dnd have anything to do with how your channel is compared to other people's? Idk
It's entirely possible. I fall into that late 80s millennial category, where we sort of grew up in the 90s but spent the early 2000s in high school/college. We had the internet but it didn't dominate our lives. We're also a very nostalgia driven generation, so perhaps that has something to do with it as well.
I love this class! it feels like a much more interesting way to incorporate magic into fighter. It will be perfect for my grappler character who wears a wee style champion belt with the runes carved into it!
Overall a very solid subclass. I don't think the giant's might damage nerf was warranted, and min-maxers will wallow at the loss of the +1 hit and damage the frost rune invocation gave you, but the rest is good. Well...other than whatever the hell runic shield is. Either a crit guard or very confusing disadvantage but not really. Just make the reroll impose disadvantage and boom, problem solved.
I like the archetype what I think 5e lacks is the foundation of sized based weapons table in a core book for PC's.
I do agree the level7 shield feature could backfire but at the same time you could turn a natural 20 into a normal hit, so it evens it out.
Everyone (when the rune knight wants to use runic shield for a non-critical hit): NO!!!
Everyone (when they get critted): HELP!!!
If someone plays rune knight in my game ill make two changes rune shield works with lowest attack and I would change add the d8 to one attack to add two damage to all attacks the increasing to 3 when the dice increase. Partially for the power but also it makes no sense just adding to one attack all attacks should be incensed when you're larger.
If you want to let them keep rolling dice, you could make it a d4, and then later a d6. Basically the same damage (i think slightly better on average, which in theory balances with the chance for less), and they get to roll more dice, which I enjoy.
Yeah that is a better way to do it thank you.
You get into combat enough that only using Runic Shield when the enemy crits is perfectly acceptable.
Edit: other than that, I feel like dipping a level or two in monk to get DEX unarmed would be hilarious.
The hill rune and storm rune were identified as being too powerful for low level characters and dips.
Hill rune gives the fighter rage like effects that comeback on a short rest, which is about as often as a barbarian can rage throughout the day.
Stormrune is very powerful as it’s an incredibly reliable way to impose disadvantage on saves. This is something that’s incredibly difficult to do usually, and can be done for a full combat without a save as a reaction from the fighter.
I like a lot about the Rune Knight but conceptually I have a lot of difficulty with the giant link. Maybe because of Warhammer influence but I associate magical runes much more with dwarves than giants.
R.I.P. my rune (hill) combo with paladin T_T
Real quick, with the fire rune, can you hit them multiple times and make the dc more difficult to break free? Such as if the save is a 16, and you hit them again and it raises the save to an 17/18?
Also, why does the lowest level giant have a level prerequisite?
I agree with Rune shield being nerfed, however, there's one thing that wasn't said. You can erase a critical hit with it with the previous one you couldnt.
They roll a nat 20, you tell them to reroll and take the next roll. Potentially turning a critical into a normal hit or miss entirely.
Thats pretty big, imo. Turning a guaranteed hit into a miss/regular hit.
I like Rune Knight, but I wish they would have made it more like an Artificer feel where you could give out runes like infusions, and had more you could make.
The one question i have that i feel like the answer is no, is can you give runes to allies to buff them? And if you can who has to activate the rune?
I hate the shield but love the change to the capstone. I made a new character based around it, a gnome raised by dwarves who was always picked on for her small stature. Well who's laughing now!?!?! WHAHAHA!
Rune knight looks awesome. Definitely excited to play that
As fast as f... humanly possible. I see you Ted.
You are not considering that you can now make the enemy reroll a critical hit! With the 1+Int bonus, a crit is a crit anyway.... I think it's worth it.
Also, the 7th level req is probably to avoid OP multiclassing. 3 levels of this could turn you into a better barbarian if u got the hill rune and giant's might, now that's not a thing anymore.
Rune shield in my opinion should give you +1 bonus to AC for each item you are wearing that has a rune on it. That would give you +5 to AC at the end which would be really nice.
I love this class but my biggest complaint is how its DCs scale of CON instead of INT. It kinda makes sense since it's a class related to giants, but it always feels weird to see CON used for this type of thing and I'm always in favor of getting more INT stuff since it's an underused stat
I'd probably save the rune shield for when the monsters score a crit or when someone is at such low hp where crit or not the damage would drop them
You could also use Runic Shield to allow an ally to reroll an attack roll, if I’m reading it right.
Unfortunately it can only be used if the attack hits in the first place. It could be useful on an ally with a crit fishing build, I suppose, but that's a risky maneuver.
Runesmith is the best fighter and only gotten better for skills and combat. I was playing the ua version and it was the most fun character i hadbthe privilege to play.
They can do so much. The problem I found with fighter there was not much stuff to do other that hit stuff with a weapon. Now woooah so many options and using bonus actions and reactions keeping action free.
It also kool for making a heavily armoured fighter barb.
The utility is amazing, i can't state how much I love this class.
Ted, once all the Tasha's vids are done, would you be able to re-assess the Unearthed Arcanas and do a vid on what hasn't been kept? Are the UAs basically now redundant?
This is pretty standard. UA is the playtest for the published source, so if it arrived in published form the UA is considered "defunct" the only ones that aren't are the subclasses 4 and 5, as they're for future projects
The wording on runic shield is kind of weird. From what I can se it does not specify that it has to be an ally you help avoid an attack.
"When another creature you can see within 60 feet is hit by an attack roll you can use your reaction to force the attacker to reroll and use the new roll" so you could also use this to make your friends roll again. Although it would probably be pointless. Unless you are actively trying to fish for critical hits against low AC enemies