As a card-carrying Rune Knight hater, let me count the ways...Man... people really piled on the poor Rune Knight. Is it just because they hate the way runes were linked to giants in DnD or they just don't like the subclass as it is??
As someone who's played a RK and had a great time:As a card-carrying Rune Knight hater, let me count the ways...
- it's a fighter subclass centred around magical abilities rather than fighting
- it's got nothing to do with runes, and nothing to do with knighthood
- D&Ds elemental-themed giants are boring and uninspired despite the enormous effort 5th ed has put into trying to convince people otherwise
- it's silly that Rune Knights can get giant-based abilities that giants themselves don't have
- if WotC wants PC giants, they should stop being cowards and write them up as a race, not mess about with subclasses that turn PCs into part-time quasi-giants
- the 'runes' are a poorly balanced and unthematic mess. The Hill Giant ability is probably the best, and that's not the way it should work given they're the whipping boys of giantkind. The abilities the runes grant are really just a random grab-bag of buttons to press with any sort of in-world thematic coherence a distant afterthought.
- the class feature where your PC grows permanently by a small amount is pointless and meaningless and is the sort of thing that should be left to players and GMs. Possibly the only dumber class feature in the entirety of D&D is that monk subclass where as one of your class abilities you get ... a mask. Which does nothing. Except it's a mask. That you can wear on your face.
- the illusion of choice - you choose the runes you know, but there are so few and so many of them are level-gated that basically all Rune Knights will end up roughly the same anyway
I've already used giant rune knights in the game. The easy way to stop giants being boring is to give them class abilities.4: That is an excellent point - and I give rune powers to giant "leaders". You know, to make them more interesting.
Thought of a new version of this one:Patient Turtle
Skill: Insight
If you do not move on your turn, or you use Second Wind, the next attack made against you before the start of your next turn is made at a disadvantage.
Would you say it's better or worse than the Rune Carver Wizard?As a card-carrying Rune Knight hater, let me count the ways...
- it's a fighter subclass centred around magical abilities rather than fighting
- it's got nothing to do with runes, and nothing to do with knighthood
- D&Ds elemental-themed giants are boring and uninspired despite the enormous effort 5th ed has put into trying to convince people otherwise
- it's silly that Rune Knights can get giant-based abilities that giants themselves don't have
- if WotC wants PC giants, they should stop being cowards and write them up as a race, not mess about with subclasses that turn PCs into part-time quasi-giants
- the 'runes' are a poorly balanced and unthematic mess. The Hill Giant ability is probably the best, and that's not the way it should work given they're the whipping boys of giantkind. The abilities the runes grant are really just a random grab-bag of buttons to press with any sort of in-world thematic coherence a distant afterthought.
- the class feature where your PC grows permanently by a small amount is pointless and meaningless and is the sort of thing that should be left to players and GMs. Possibly the only dumber class feature in the entirety of D&D is that monk subclass where as one of your class abilities you get ... a mask. Which does nothing. Except it's a mask. That you can wear on your face.
- the illusion of choice - you choose the runes you know, but there are so few and so many of them are level-gated that basically all Rune Knights will end up roughly the same anyway
I always felt it was going to be down to BM vs EK... They're both optimizers' favourites and the BM is basically the poster boy for interesting martial classes.Geez, the last 24 hours were a massacre in that thread. It's still anyone's game but my predictions are:
- By this time tomorrow we'll be down to BM vs EK.
- Regardless of the next two eliminations, BM will win.
Yep, agree on all points. My favorite in this contest was Echo Knight, but I'm happy to settle for Eldritch Knight or Battle Master.I always felt it was going to be down to BM vs EK... They're both optimizers' favourites and the BM is basically the poster boy for interesting martial classes.
Totally disagree with this, and agree with @doctorbadwolf on it. 16 is all you need--you sure as heck don't need a 20 by level 8!this is so false that 5e's encounter math literally disagrees with it. you are 100% expected to have a 20 in your casting/attack stat by level 8, and you can see that from looking at the CR table. it's a big reason why i genuinely hate that ASIs and feats take up the same resource (and that they seem to be doubling down on it for 5.5).
Most of the points @humble minion made.Man... people really piled on the poor Rune Knight. Is it just because they hate the way runes were linked to giants in DnD or they just don't like the subclass as it is??
Yep. Unless a drive was made to eliminate either or both of them in the beginning (to get rid of the old), it was bound to happen.Geez, the last 24 hours were a massacre in that thread. It's still anyone's game but my predictions are:
- By this time tomorrow we'll be down to BM vs EK.
- Regardless of the next two eliminations, BM will win.
My favorite was (still is) Champion, but I knew it would never make it...Yep, agree on all points. My favorite in this contest was Echo Knight, but I'm happy to settle for Eldritch Knight or Battle Master.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.