ezo
Hero
Nope, RUNE Knight. Gone, so long, poof, adiós, au revoir, arrivederci, sayonara, auf wiedersehen.Rune Knight or Echo Knight? Rune Knight is ok but it's not any more powerful than most Fighter subclasses. I've never heard of anyone banning Rune Knight, that's crazy
Now if you meant Echo Knight then yeah, the Critical Role subclasses are not balanced very well and are often banned

- Two proficiencies (smith's tools and Giant--useful enough IME)
- Two runes (not one, but TWO!) - The player took Fire and Stone.
- And the icing on the cake: for 1 minute you are Large (cool to grapple bigger foes), but also advantage on those grapples and STR saves.. AND an exta 1d6 damage once on your turn.
So, like other fighter features--short rest--which is cool. I prefer that, actually. But STR saves are not typically strong for most creatures. Even creatures who are strong lack proficiency. And RESTRAINED (so disadvantage on attacks and advantage made against it, not to mention speed 0 and disadvantage on DEX saves), not just "grappled" or something.Fire Rune. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. (Not just smith's tools, but ANY tool!)
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fail the save, and not only is the creature restrained, but it also takes MORE fire damage each round it is restrained! Also, the repeated save is at the end of the target's turn, so it's turn starts (fire damage), it attacks (disadvantage), and then it gets to save...? Ah, no.
Oh, let's give yet another way to give a character darkvision!Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
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.

Sigh... Wisdom saves (often worse than Strength saves in tier 1) and charmed. Ok, charmed? Why charmed? They are STONE GIANTS, what do they have to do with charm??? Letting that go, it isn't just normal charm, of course not, it is speed 0 (so no movement) and INCAPACITATED! (even worse than restrained--the creature can't even do anything!) And once again repeated at the end of the turn. Not when the creature takes any damage, but at the end.
THAT is a LOT of features, power, options, whatever for a single subclass tier at 3rd level! Show me how all of that really compares to Champion (crit on 19), Battlemaster (some maneuvers), or any of the subclasses in Xanathar's?
Now, let's move on to 7th Level:
Advantage and resistance to poison. Nice, not OP or anything, so ok.Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Resistance to (even magical!) BPS damage for 10 rounds (so... 99% of the time, the whole battle). This just about doubles the PC's effective HP for the fight generally. Sure, there are many creatures and attacks which do non-BPS damage, but there are many more which do.
And again, short rest recovery (which is good except how strong it is...).
Most tier 2 features are meh at best for many subclasses, but here you get another kick-ass rune not to mention Runic Shield.
Runic Shield. 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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Forcing a creature to reroll after the hit (so you get to choose when to use it, and with a great range of 60 feet!) is pretty powerful, not to mention you get to use it 3 times (to begin with). So, not a "short rest" feature, but when you get multiple uses per long rest, in effect it is just as good and as your proficiency bonus improves, only gets better.
So, for 7th Level, instead of a meh feature, you get TWO very strong features.
All told, this is OP. It is well beyond anything fighter subclasses get in the PHB or Xanathar's. When the player wanted to use it I just skimmed it so decided why not. Having seen how devastating (yes, devastating) the Fire and Stone runes can be if a creature fails more than one save (since battles rarely go beyond 3-4 rounds), it is totally OP when lumped together.
Is it crazy given how I've shown how powerful this subclass is? No, not crazy at all IMO. Maybe you don't think this is incredibly powerful compared to most (if not all PHB and Xanatha's anyway) fighter subclasses?? But at the very least I hope you can see why I find it too strong.I've never heard of anyone banning Rune Knight, that's crazy
So, instead of bothering to nerf the heck out of it, it is easier to just bane it for now. If a player really wants to use this again someday (I have no issue with the concept!) I'll revisit it maybe.
Sure, but CR sucks IMO and 90%+ of all 3PP stuff, etc. is not balanced (at all) and so I don't even bother with it.Now if you meant Echo Knight then yeah, the Critical Role subclasses are not balanced very well and are often banned