![]() ![]() INT : Not necessary to us in the slightest. We’ll want this to be pretty high, so we can stay alive. Critical for our melee damage, grapples, and shoves.ĭEX : Somewhat vital if we don’t elect to get heavy armor, as well as an initiative bonus.ĬON : Our secondary stat, since we will be in the fray so often. ![]() We’ll want this at 20 as soon as possible. We’ll want to maximize STR as soon as possible, followed by CON for additional survivability. ![]() While many fighter subclasses can get away with DEX or STR for their build, Rune Knights are primarily STR-based. ![]() You gain Ability Score Increases at 4th, 8th, 12th, 16th, and 19th level.Īs a melee martial class, we’re going to be smacking a lot of things with our weapon. Optionally, you can create your own background for the most optional skills. Otherwise, stick to something like Athlete, Soldier, Folk Hero, or Mercenary Veteran. If you want to go for the crafting flavor, Guild Artisan and Clan Crafte r are nice. You can go with whatever works best for you, as long as it comes with skills that scale with STR or CON. Best Backgrounds for Rune Knightīackgrounds are typically just for flavor purposes and extra skill proficiencies. Climbing ladders might be difficult, but you can more than make up for it with your charge and hooves. Standard RacesĬentaur: The perks of the minotaur, but now with more legs. Check with your DM before selecting any of the races listed below. Remember that these are typically limited by the setting and source material chosen by the DM. Many non-standard races are available, so we will only list those that are good options for this class. We also ideally want to pick a race that might have some natural weapons, as we are great grapplers and shovers, thanks to our Giant’s Might. CON is our secondary stat, as we’ll want to stay alive as long as possible. Strength is our primary stat here for damage, as we will be up close and personal while in combat. Their runes also have limited uses until 15th level, where it all gets doubled. The biggest downside is that they don’t scale with Dex as well as other subclasses, so you’ll be mainly in the front lines with little ranged options. Rune Knights offer surprisingly few downsides and are widely regarded as one of the best subclasses for fighters. Their Runic Shield allows them to reroll enemy attack rolls for added survivability, and Giant’s Might is a great buff that mixes incredibly well with enlarge/reduce. They also offer some handy self-buffs and survivability options. They each offer some unique function, occasionally once per rest or as a bonus action. Each has its use cases, with a couple being must-haves. Runes are powerful, and some runes are incredibly powerful. These fighters offer a unique playstyle of spell-like abilities through their runes and give a lot of diverse martial options. Taking some inspiration from Nordic mythology and the magical properties of D&D’s giants, Rune Knights harness the power of magical runes to enhance their physical attributes. Full customization and control of your character, none of the flipping through hundreds of pages to reference obscure rules. D&D Beyond can help create your characters by making choices using a step-by-step approach. ![]()
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