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Was the Rune Knight (in Tasha's) "over-nerfed"?
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<blockquote data-quote="Phion" data-source="post: 8135952" data-attributes="member: 6917357"><p>I find it odd that a lot of people are saying the rune knight has been nerfed (except for the fact you need to be level 7 to access storm and hill rune; seems fair to stop level dipping and preventing things like a rogue having a minute straight of sneak attack through advantage)</p><p></p><p>In fact a lot of it can be argued to be a buff.</p><p>1.Stone rune now gives darkvision 120 feet rather than 60-90. Also stone reaction now does not end on damage being taken; this means they are incapacitated and therefore can be hit numerous times for a number of crits (combine with storm rune to cause them to have disadvantage at the end of their turns on save to break out).</p><p>2. Fire rune now does 2d6 damage regardless if they save, you can as invoke it on a crit to do 4d6.</p><p>3.Ice Rune you now get +2 on strength checks (athletics) and con (useful for harsh environments). Personal opinion but I would rather knock an enemy prone with my +2 and give myself and party advantage then deal a simple 1 extra damage. </p><p>4. Giant might can now be used up to 6 times as it goes off proficiency in contrast to 2 times</p><p>5. Runic shield can be used to stop crits..... this is so much better....you want your ability scores to be higher for pretty much everything else compared to int as a fighter.</p></blockquote><p></p>
[QUOTE="Phion, post: 8135952, member: 6917357"] I find it odd that a lot of people are saying the rune knight has been nerfed (except for the fact you need to be level 7 to access storm and hill rune; seems fair to stop level dipping and preventing things like a rogue having a minute straight of sneak attack through advantage) In fact a lot of it can be argued to be a buff. 1.Stone rune now gives darkvision 120 feet rather than 60-90. Also stone reaction now does not end on damage being taken; this means they are incapacitated and therefore can be hit numerous times for a number of crits (combine with storm rune to cause them to have disadvantage at the end of their turns on save to break out). 2. Fire rune now does 2d6 damage regardless if they save, you can as invoke it on a crit to do 4d6. 3.Ice Rune you now get +2 on strength checks (athletics) and con (useful for harsh environments). Personal opinion but I would rather knock an enemy prone with my +2 and give myself and party advantage then deal a simple 1 extra damage. 4. Giant might can now be used up to 6 times as it goes off proficiency in contrast to 2 times 5. Runic shield can be used to stop crits..... this is so much better....you want your ability scores to be higher for pretty much everything else compared to int as a fighter. [/QUOTE]
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Was the Rune Knight (in Tasha's) "over-nerfed"?
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