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About this mod

Adds a 5e RAW faithful version of the Rune Knight Fighter subclass. This subclass was originally added to Nexus by ShivasShadow, who is no longer maintaining their mod. I had intended to fix/update their work, but ultimately rewrote the entire mod from scratch.

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Changelogs
IMPORTANT NOTES ON GAME MECHANICS
  • Rune Knight is an extremely Reaction-heavy subclass.  In BG3 this makes combat very noisy if the abilities are implemented exactly the way they are written (triggering off of any "creature" doing something).  To reduce the amount of popups, I have limited the interrupt scopes so that beneficial reactions trigger for non-enemy targets, and harmful reactions trigger for enemy targets.  It is not 100% RAW, but makes for a much better playing experience.
  • Because of the number of Interrupt/Reaction abilities that trigger off of different events, you will need to strategize on which to use when based off of combat circumstances.
  • Rune Knights create Runes and apply them to individual worn/held objects every Long Rest.  However, the Rune benefits can only apply to the Rune Knight, and only when the objects are in possession of the Rune Knight.  But, it would be overwhelmingly annoying to force players to drop items on the floor, "enchant" them, and then re equip them every Rest, when there is absolutely no benefit in doing so in BG3.  So, instead this mod has the Rune Knight "cast" the individual Runes on themselves and the effects stay with them until a long rest.  You might ask why even have them cast the Runes at all... because in order to properly implement the ability where the Rune Knight can swap out Runes every levelup, they MUST be Spells: BG3's ReplacePassive feature in levelup progressions only works if it swaps out a single known Passive (like Totem Barbarian powers).  It does not work when the Rune Knight knows more than one Rune.  I know this is an extra step, but it is necessary.
  • If you find #3 super annoying, use the optional Rest Patch and you will only need to inscribe the Runes once (when you learn them).
  • Rune Knights make the best grapplers in tabletop D&D.  To make a Rune Knight grappling build in BG3, download and use these mods with this subclass mod:  Dr. Kekyll's Grappling Framework, Grappler Feat, Tavern Brawler RAW.




Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Source: Tasha's Cauldron of Everything

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

IMPLEMENTATION:  No purpose in BG3, so instead you will gain Proficiency in Sleight of Hand (Thieves Tools).

Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
  • 3rd - 2
  • 7th - 3
  • 10th - 4
  • 15th - 5
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

IMPLEMENTATION:  Read the IMPORTANT NOTES ON GAME MECHANICS at the top of this page.  You Long Rest --> Cast the Runes you know on yourself --> Passive bonuses are now applied & Invoke Rune abilities are unlocked.

IMPORTANT NOTES:  When selecting Runes on levelup you will notice that the UI shows Spell DCs based on Intelligence - this is not a bug.  The Fighter class Spellcasting Ability Modifier is Intelligence.  HOWEVER, all Rune Knight Rune abilities that require a Saving Throw will be calculated based on Constitution, per RAW.

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.

IMPLEMENTATION:  Passive bonuses are Rules as Written.  The Rune Invocation is is as close to RAW as I could get it in the BG3 combat system:  Use your Reaction when prompted under RAW conditions --> You will now have a temporary Spell that you can use on your turn to force the creature you interrupted to make an attack with its equipped (or unarmed) weapon against a target you choose within RAW conditions (if the attack is a melee attack, it will ignore the attack's range requirements [RAW]).  Valid targets for the spell will have a status effect to help you see them.  Watch your hotbar for the Spell unlock.

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.

IMPLEMENTATION:  Rules as Written.  Remember this needs an attack with an actual weapon (unarmed does not work).

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.

IMPLEMENTATION:  Rules as Written.


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.

IMPLEMENTATION:  Rules as Written.


Hill Rune (7th Level or Higher). 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.

IMPLEMENTATION:  Rules as Written.

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

IMPLEMENTATION: Passive bonuses and Invocation effects are Rules as Written.  BG3 does not natively have a way to trigger an Interrupt on an Ability Roll, so when you Invoke the Rune you will receive 2 Reactions that work for Saving Throws & Attack Rolls (one for Advantage and one for Disadvantage) that trigger RAW, and you will receive a Spell container with two Spells that use your Reaction Point and work for Ability Rolls.  The Spells need to be cast on your turn and will apply the bonus/penalty on the next Ability Roll they make within the next round.

Giant's Might
At 3rd level, 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 can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

IMPLEMENTATION:  Rules as Written.  The damage bonus is a toggle on your hotbar so you can time it to trigger during your turn when you want it to, so it doesn't get wasted.  Remember it is once per turn.  Giant's Might damage applies to weapons and unarmed, and the size increase stacks with the Enlarge spell, per RAW.  If you are trying to stack with Enlarge, you need to do Giant's Might first, since RAW it sets your size, and Enlarge increases the size category.

Runic Shield
At 7th level, 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.

IMPLEMENTATION:  Rules as Written.

Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

IMPLEMENTATION:  Damage increase is RAW.  You will permanently grow in height by 10% (an average of 3d4 inches), but stay your original size category.

Master of Runes
At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

IMPLEMENTATION:  Rules as Written.


Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

IMPLEMENTATION:  Rules as Written.  Replaces Giant's Might.  Reach & size  increases are applied, and stacks with Enlarge.  If you are trying to stack with Enlarge, you need to do Giant's Might first, since RAW it sets your size, and Enlarge increases the size category.


SPECIAL THANKS AND CREDITS:  juumeijin and drkekyll for bouncing ideas and troubleshooting issues.


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