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');$('body').on('click', '.la8f9bf9576-link', function () {window.nexusDataLayer = window.nexusDataLayer || [];window.nexusDataLayer.push({event: 'premium_banner_click',});});}
- All games
- Baldur's Gate 3
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- Baldur's Gate 3
- Classes
- 5e Rune Knight - Fighter Subclasss
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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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- 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 thatbeneficial 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 circ*mstances.
- 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 hasthe 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.
IMPLEMENTATION: No purpose in BG3, so instead you will gain Proficiency in Sleight of Hand (Thieves Tools).
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.
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.
IMPLEMENTATION:Rules as Written. Remember this needs an attack with an actual weapon (unarmed does not work).
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION:Rules as Written.
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.
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.
IMPLEMENTATION: Rules as Written.
IMPLEMENTATION: Damage increase is RAW. You will permanently grow in height by 10% (an average of 3d4 inches), but stay your original size category.
IMPLEMENTATION: Rules as Written.
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:juumeijinanddrkekyllfor bouncing ideas and troubleshooting issues, and toTheCeruleanWitchfor the unsolicited subclass icon (which I liked a lot better than my own).