MrStabby
2020-09-28, 09:07 AM
So I am not the biggest fan of the fighter class. A bit bland, not so much special about it - I mean its good but just not for me.
That said I am really drawn to the Rune Knight UA. It has flavour up the wazoo, it seems to me to be really, really powerful - at least for a non spellcaster.
https://media.wizards.com/2019/dnd/downloads/UA-RuneSwarmRevived.pdf
I wanted to run through the class and to see if people disagreed with my sense of why it is really powerful.
So there is one downside to the class - it is more MAD than the typical fighter. A typical fighter can get by with an attack stat, some constitution and get some feats. Even an eldritch knight can pick spells that don't need int. So yeah, you might be a feat or two down if you are maxing Int.
My point of comparison is mostly the battlemaster, using short rest resources and a focus on combat tricks seems apt.
So at level 3, you get two runes, compared to 3 manuvres for the battlemaster. You get two uses as opposed to four and you can't swap between them. On the pure numbers side the battlemaster is well ahead here. I would suggest though that the runes offer a lot more AND you also get giant might as your secons ability which, depending on your campaign might be better than a tool proficiency.
The runes are AWESOME abilities. Most of them have a passive static ability that isn't worth much - I say this not because they are not combat abilities, but rather because you are wanting high strength/dex and high int and decnet con... getting the wisdom and charisma needed to get use from some of these is... optimistic.
Haug - saving throws against poison and resistance to poison damage as a passive ability is niche, but it is something that has a decent chance of coming up a couple of times in a campaign. The activated ability though is pretty awesome. Resistance to physical damage for a minute should see you through most fights. So we are looking at something akin to the defensive part of barbarian rage but without the restrictions on rage ending... and as a small part of the class package rather than a major feature. At one per short rest you are probably looking at a similar frequency to the barbarian as well.
Ild - so the passive bonus is probably not that exciting to many, but in case you would prefer the battlemaster because you want to use tools well, this ensures this subclass offers more. In a campaign where tool use is important, you would struggle to do beter than this - The active part is no slouch either. So fiery shackles are comparable to ensnaring strike - on the plus side more damage, on the down side it is a repeated save not a check. No concentration though and no bonus action needed to use. All this kind of mekes me feel that this subclass kind of obviates a lot of the ranger stuff. When you get Giant Might substituting for hunter's mark and Ild rune substituting for ensnaring strike you really need to appreciate the other elements of low level rangers if you want to play one...
Ise - this is one of the examples where I don't see the passives as having much effect. With little space for boosting wisdom or charisma I would predict this would go unused. Active ability is +2 strength for 10 min. 10 min is, as per spirit guardians, enough for a couple of fights. +2 strength is pretty modest though and pushes you into a strength build - not bad, but not one of what I would think of as being the best abilities. Having something a little further down the list is OK though. You will pick up 5 eventually. Still I would say this is the weakest one.
Skye - passives are not a total loss as if you are going for a dex build and are in a campaign where sleight of hand counts for something. The active ability is a lifesaver. Someone near death who can be protected as a reaction, and doing damage to an assailent? Yeah, very powerful. And it's an attack roll - not just a weapon attack so any spell attack as well... And you get to see the roll first, knowing its hitting your team before using it. This is the thing that can buy that turn to turn a lost fight into a win.
Stein - another wisdom score... but also dark vision. If you are picking up variant human or halfling without darkvision this this pretty huge. The active ability is just insane though. Tasha's hideous laughter, without concentration, with a reaction cast time, with no repeat save... A great thing that this offer is the versatility for a fighter to attack different weaknesses. Hitting wisdom rather than a strong point on a beefcake enemy is more valuable on a fighter than a class that can hit an enemy with hold person or similar. This is a really powerful ability.
Uvar - so awesome passives, not least because you get to be the character that takes arcana checks with high int and advantage. And... being unable to be surprised takes the edge off not having the highest wisdom. Actually pretty nice to have. I would also highly rate the active ability. One minute advantage on saves... and attack rolls... for your team (ok, just one per turn but still good) or giving enemies disadvantage... I mean how much support do your spellcasters need to relaibably land those encounter ending spells? This think is nuts!
I guess my point is on the runes - they are really powerful. As importantly they are really flexible, spanning deffensive, offensive, control, support abilities... It lets the fighter step into so many different roles. Whilst a battlemaster gets three picks and suffers from diminishing returns for more - here you still have the excitement of picking up each new one and they keep adding awesome. More importantly this versatility and breadth of power, the ability to use many different abilities make me think this is a really fun class.
Giant Might - as said before - its like hunters mark... but better. Able to apply to any enemy, twice per short rest and for a minute with no concentration risk for early ending. It's a good ability. But the class is awesome, so it makes sure to give you more than that and to let you be an awesome grappler. You can swing from beating people, to grappling them using your advantage and increased size and if neither of these work, then you can fall back on your runes. It just seems an epic amount to pile onto the level 3 of a class. Its worth noting that as fighters are the class that gets the most attacks this scales better than it would on any other martial.
Defensive runes kicks in at level 7 and lets you use your reaction to boost AC to you allies within 60ft. Once more, it lets you do something a fighter couldn't do, makes you into a suport tank, like a paladin. As there are few campaign where attacks don't happen I see this as being a pretty broadly useful. And another rune known, which should not be underestimated. Fighter level 7 abilities are rarely this powerful - war magic, know your enemy etc. are good, but not this good. Battle master gets another superiority die, so does four weak special things per short rest, rather than three strong ones.
Great stature is a weak level for the Rune Knight - you get a crucial boost to your number of runes (nice!), get a bit bigger (ok... sure), and get a minor boost to your Giant Might damage (meh) but this is a level before you hit 3 attacks so it isn't like it is a weak part of the class. That said, it is not like other fighters get a lot. Superiority dice become D10s, another fighting style. Eldritch Knights actually get a good ability (or it would be if they had more spells to use it with).
I think that fighters tend to slow down a bit after level 11. When casters are getting high level spells smacking things with a stick falls behind a bit and fighter high level abilities are nothing special. But I think Rune Knight slows down less than most level 15 doubles your use for each rune and gives you another rune. By this level you have 12 rune knight abilities that recharge on a short rest plus your fighter abilities like action surge. Never should you have a dull turn where you are not doing something special. I would rate this above the other fighter abilities.
And at level 18... you also get to boost your allies damage through blessing of the allfather and Giant Might. OK, I will say that this isn't that exciting and extra D8 damage per attack of your allies will not break encounters like some of your other abilities. Still, nice to have.
So I might have missed something... but isn't this the most fun, versitile and possibly powerful (at high levels) martial character that has come out of UA? I was impressed that there was something that took a class I didn't want to play and turn it into something actually exciting. I am just surprised I haven't heard about this more.
That said I am really drawn to the Rune Knight UA. It has flavour up the wazoo, it seems to me to be really, really powerful - at least for a non spellcaster.
https://media.wizards.com/2019/dnd/downloads/UA-RuneSwarmRevived.pdf
I wanted to run through the class and to see if people disagreed with my sense of why it is really powerful.
So there is one downside to the class - it is more MAD than the typical fighter. A typical fighter can get by with an attack stat, some constitution and get some feats. Even an eldritch knight can pick spells that don't need int. So yeah, you might be a feat or two down if you are maxing Int.
My point of comparison is mostly the battlemaster, using short rest resources and a focus on combat tricks seems apt.
So at level 3, you get two runes, compared to 3 manuvres for the battlemaster. You get two uses as opposed to four and you can't swap between them. On the pure numbers side the battlemaster is well ahead here. I would suggest though that the runes offer a lot more AND you also get giant might as your secons ability which, depending on your campaign might be better than a tool proficiency.
The runes are AWESOME abilities. Most of them have a passive static ability that isn't worth much - I say this not because they are not combat abilities, but rather because you are wanting high strength/dex and high int and decnet con... getting the wisdom and charisma needed to get use from some of these is... optimistic.
Haug - saving throws against poison and resistance to poison damage as a passive ability is niche, but it is something that has a decent chance of coming up a couple of times in a campaign. The activated ability though is pretty awesome. Resistance to physical damage for a minute should see you through most fights. So we are looking at something akin to the defensive part of barbarian rage but without the restrictions on rage ending... and as a small part of the class package rather than a major feature. At one per short rest you are probably looking at a similar frequency to the barbarian as well.
Ild - so the passive bonus is probably not that exciting to many, but in case you would prefer the battlemaster because you want to use tools well, this ensures this subclass offers more. In a campaign where tool use is important, you would struggle to do beter than this - The active part is no slouch either. So fiery shackles are comparable to ensnaring strike - on the plus side more damage, on the down side it is a repeated save not a check. No concentration though and no bonus action needed to use. All this kind of mekes me feel that this subclass kind of obviates a lot of the ranger stuff. When you get Giant Might substituting for hunter's mark and Ild rune substituting for ensnaring strike you really need to appreciate the other elements of low level rangers if you want to play one...
Ise - this is one of the examples where I don't see the passives as having much effect. With little space for boosting wisdom or charisma I would predict this would go unused. Active ability is +2 strength for 10 min. 10 min is, as per spirit guardians, enough for a couple of fights. +2 strength is pretty modest though and pushes you into a strength build - not bad, but not one of what I would think of as being the best abilities. Having something a little further down the list is OK though. You will pick up 5 eventually. Still I would say this is the weakest one.
Skye - passives are not a total loss as if you are going for a dex build and are in a campaign where sleight of hand counts for something. The active ability is a lifesaver. Someone near death who can be protected as a reaction, and doing damage to an assailent? Yeah, very powerful. And it's an attack roll - not just a weapon attack so any spell attack as well... And you get to see the roll first, knowing its hitting your team before using it. This is the thing that can buy that turn to turn a lost fight into a win.
Stein - another wisdom score... but also dark vision. If you are picking up variant human or halfling without darkvision this this pretty huge. The active ability is just insane though. Tasha's hideous laughter, without concentration, with a reaction cast time, with no repeat save... A great thing that this offer is the versatility for a fighter to attack different weaknesses. Hitting wisdom rather than a strong point on a beefcake enemy is more valuable on a fighter than a class that can hit an enemy with hold person or similar. This is a really powerful ability.
Uvar - so awesome passives, not least because you get to be the character that takes arcana checks with high int and advantage. And... being unable to be surprised takes the edge off not having the highest wisdom. Actually pretty nice to have. I would also highly rate the active ability. One minute advantage on saves... and attack rolls... for your team (ok, just one per turn but still good) or giving enemies disadvantage... I mean how much support do your spellcasters need to relaibably land those encounter ending spells? This think is nuts!
I guess my point is on the runes - they are really powerful. As importantly they are really flexible, spanning deffensive, offensive, control, support abilities... It lets the fighter step into so many different roles. Whilst a battlemaster gets three picks and suffers from diminishing returns for more - here you still have the excitement of picking up each new one and they keep adding awesome. More importantly this versatility and breadth of power, the ability to use many different abilities make me think this is a really fun class.
Giant Might - as said before - its like hunters mark... but better. Able to apply to any enemy, twice per short rest and for a minute with no concentration risk for early ending. It's a good ability. But the class is awesome, so it makes sure to give you more than that and to let you be an awesome grappler. You can swing from beating people, to grappling them using your advantage and increased size and if neither of these work, then you can fall back on your runes. It just seems an epic amount to pile onto the level 3 of a class. Its worth noting that as fighters are the class that gets the most attacks this scales better than it would on any other martial.
Defensive runes kicks in at level 7 and lets you use your reaction to boost AC to you allies within 60ft. Once more, it lets you do something a fighter couldn't do, makes you into a suport tank, like a paladin. As there are few campaign where attacks don't happen I see this as being a pretty broadly useful. And another rune known, which should not be underestimated. Fighter level 7 abilities are rarely this powerful - war magic, know your enemy etc. are good, but not this good. Battle master gets another superiority die, so does four weak special things per short rest, rather than three strong ones.
Great stature is a weak level for the Rune Knight - you get a crucial boost to your number of runes (nice!), get a bit bigger (ok... sure), and get a minor boost to your Giant Might damage (meh) but this is a level before you hit 3 attacks so it isn't like it is a weak part of the class. That said, it is not like other fighters get a lot. Superiority dice become D10s, another fighting style. Eldritch Knights actually get a good ability (or it would be if they had more spells to use it with).
I think that fighters tend to slow down a bit after level 11. When casters are getting high level spells smacking things with a stick falls behind a bit and fighter high level abilities are nothing special. But I think Rune Knight slows down less than most level 15 doubles your use for each rune and gives you another rune. By this level you have 12 rune knight abilities that recharge on a short rest plus your fighter abilities like action surge. Never should you have a dull turn where you are not doing something special. I would rate this above the other fighter abilities.
And at level 18... you also get to boost your allies damage through blessing of the allfather and Giant Might. OK, I will say that this isn't that exciting and extra D8 damage per attack of your allies will not break encounters like some of your other abilities. Still, nice to have.
So I might have missed something... but isn't this the most fun, versitile and possibly powerful (at high levels) martial character that has come out of UA? I was impressed that there was something that took a class I didn't want to play and turn it into something actually exciting. I am just surprised I haven't heard about this more.