ezo
Hero
I realize this sort of a apples to oranges comparison, and determining an accurate CR for a creature is as much art as science, but I was curious as to how my PCs "measure up" in terms of CR.
IME, we normally think of a PC roughly equal to a CR around 2/3 their level. Others may have a different metric, but I have found this works well for me personally.
In my current game, for example, the 8th-level PCs would be on par with CR 5 creatures.
This is just a "rough estimation" of course.
However, in going through the "creature creation process" in 2014, I have determined the effective CR of my PCs is fairly higher... around CR 8 or 9 even. This might be my incorrect application of the process, so I want to share one of the more powerful PCs in our group and (if you are so inclined) have you try it to see what CR you come up with.
Basic strategy is to use bonus actions for igniting his spear for the extra 1d6 fire damage per hit and then bonus action for Giant's Might or Hill Giant Rune (depending on offense or defense), and finally then use bonus actions for TWF attacks with second weapon (att +8, 1d8+5). Otherwise extra attack allows two attacks per round with the spear (his primary weapon).
8th-level Half-Orc Fighter (Rune Knight)
STR 20, DEX 14, CON 20, INT 12, WIS 14, CHA 10
AC 19 (adamantine plate armor, Dual Wielder feat +1)
HP 112 (rolled w/ Tough feat)
Attack +9 (+1 weapon) x2; +8 (+0 magic weapon) (Two-Weapon Fighting Style)
Damage 1d6+6+1d6 fire (magic weapon); 1d8+5
Feats: Heavy Armor Master (1st), ASI (4th), Dual Wielder (6th), Tough (8th)
Runes: Fire, Hill, Stone
Other archetype features:
If you have any additional questions, please let me know. I'll be posting summaries of the other PCs later on for analysis as well.
Cheers.
IME, we normally think of a PC roughly equal to a CR around 2/3 their level. Others may have a different metric, but I have found this works well for me personally.
In my current game, for example, the 8th-level PCs would be on par with CR 5 creatures.
This is just a "rough estimation" of course.
However, in going through the "creature creation process" in 2014, I have determined the effective CR of my PCs is fairly higher... around CR 8 or 9 even. This might be my incorrect application of the process, so I want to share one of the more powerful PCs in our group and (if you are so inclined) have you try it to see what CR you come up with.
Basic strategy is to use bonus actions for igniting his spear for the extra 1d6 fire damage per hit and then bonus action for Giant's Might or Hill Giant Rune (depending on offense or defense), and finally then use bonus actions for TWF attacks with second weapon (att +8, 1d8+5). Otherwise extra attack allows two attacks per round with the spear (his primary weapon).
8th-level Half-Orc Fighter (Rune Knight)
STR 20, DEX 14, CON 20, INT 12, WIS 14, CHA 10
AC 19 (adamantine plate armor, Dual Wielder feat +1)
HP 112 (rolled w/ Tough feat)
Attack +9 (+1 weapon) x2; +8 (+0 magic weapon) (Two-Weapon Fighting Style)
Damage 1d6+6+1d6 fire (magic weapon); 1d8+5
Feats: Heavy Armor Master (1st), ASI (4th), Dual Wielder (6th), Tough (8th)
Runes: Fire, Hill, Stone
This rune's magic channels the masterful craftsmanship of great smiths. 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.
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.
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.
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.
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.
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.
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.
Other archetype features:
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You learn to invoke your rune magic to protect your allies. 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.
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.
If you have any additional questions, please let me know. I'll be posting summaries of the other PCs later on for analysis as well.
