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View Full Version : Optimization Rune Knight - is Frost Rune underpowered?



Orm
2021-05-23, 08:38 AM
I'm looking at 3-level runes and it looks to me that Frost Rune is underpowered compared to other choices (Cloud, Fire and Stone).


- Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
- Fire Rune. 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.
- Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
- 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.


So what I see is that effect of the Frost Rune is probably useful for grapplers (+ Str checks) or casters using concentration spells (+ Con saving throws), and it's not bad by itself but quite weak compared to other options.
In addition, having this rune to be activated on bonus action breaks action economy competed with Giant Might which is also activated on bonus action.

Am I missing something? I'd like to take Frost Rune for my Tempest Cleric / Rune Knight cause it would be thematically fitting but it's hard to justify not taking Fire Rune instead.

quindraco
2021-05-23, 09:12 AM
Frost Rune is easily the weakest/worst rune of the bunch and in general the last one you should take.

Contrast
2021-05-23, 09:46 AM
Frost Rune is easily the weakest/worst rune of the bunch and in general the last one you should take.

You cap out at 5 runes known and there are 6 options total. Its generally the one you shouldn't take at all.

I'd only pick it if I really wanted adv on Intimidation checks.

follacchioso
2021-05-23, 11:06 AM
As you said, it is good for grapplers. Consider that Rune Knights are one of the best classes for grappling, as they are the only class that can become Large Size without relying on spells; so the Frost Rune helps towards that, it is almost like a minor expertise in athletics.

stoutstien
2021-05-23, 02:11 PM
The duration is sold for a rune so while it might not be the strongest combat option it is solid buff for doing what big brawny guys already. Move stuff that doesn't really want to.

MaxWilson
2021-05-23, 02:21 PM
Frost Rune is the only rune that isn't overpowered. Does that make it underpowered? Maybe, but only a little. Compare even something as basic as the Cloud rune (3rd level) with Beast Barb's 9th level ability. About as many uses, comes online way earlier, no save, guaranteed damage prevention and virtually guaranteed damage (Beast is merely a CHANCE at damage, even on a failed save, with no damage prevention at all), extended range. And that's just one of the Rune Knight abilities.

It seems wrong as well that hill giants, of all giant types, have the toughness/resistance to damage rune. Did whoever wrote that class know ANYTHING about giants?

stoutstien
2021-05-23, 02:34 PM
Frost Rune is the only rune that isn't overpowered. Does that make it underpowered? Maybe, but only a little. Compare even something as basic as the Cloud rune (3rd level) with Beast Barb's 9th level ability. About as many uses, comes online way earlier, no save, guaranteed damage prevention and virtually guaranteed damage (Beast is merely a CHANCE at damage, even on a failed save, with no damage prevention at all), extended range. And that's just one of the Rune Knight abilities.

It seems wrong as well that hill giants, of all giant types, have the toughness/resistance to damage rune. Did whoever wrote that class know ANYTHING about giants?

It's a good class once you gut the giant connect lol. If anything it's proof the majority of barbarian options are below par.

Thunderous Mojo
2021-05-23, 02:38 PM
If One is ever shot out an Escape Pod and crash lands in the Dune Sea of Tatooine, the Frost Rune appears to be handy.

Advantage on Animal Handling and Intimidation checks means a fighter can tame a wild bantha enough to ride out of the deadly dessert to Mos Eisley...whilst trying to walking out of the desert is a certain sentence of death.

If one happens across a Sarlac...a +2 bonus to Str/Con checks and saving throws means a greater chance to escape a Sarlac's Tentacles or Digestive Acid.

Boba Fett gives the Frost Rune a 4 out of 5 on Trip Advisor. 🃏

Waazraath
2021-05-23, 02:45 PM
It's one of the weaker, but as most posters mentioned, it's a strong class, so it doesn't matter too much. It has its uses, several are mentioned already by other posters, especially regarding the activation effect.

The part that is always on can be nice as well: advantage on two skills can be interesting. For any fighter that wants stuff to be more reliable doing outside of combat and wants to invest other-than-usual stats, but also as a dip. A Swashbuckler for example can get advantage on deception, intimidation and sleight of hand with a 3 level dip. In a campaign where these skills are important, expertise (from rogue) + advantage can be worth it. You can also get advantage on str checks (from giant's might) and a +2 on str and con checks as a bonus.

Fighter dip as a skill booster, who would have thougt :-)