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Here Come The PRESTIGE CLASSES! Plus Rune Magic!

Mike Mearls' latest Unearthed Arcana column presents the first ever 5E prestige class: the Rune Scribe! "Prestige classes build on the game’s broad range of basic options to represent specialized options and unique training. The first of those specialized options for fifth edition D&D is the rune scribe—a character who masters ancient sigils that embody the fundamental magic of creation."

Mike Mearls' latest Unearthed Arcana column presents the first ever 5E prestige class: the Rune Scribe! "Prestige classes build on the game’s broad range of basic options to represent specialized options and unique training. The first of those specialized options for fifth edition D&D is the rune scribe—a character who masters ancient sigils that embody the fundamental magic of creation."

It's a 5-level class, and also contains the basic information on how prestige classes work and how to join them - including ability, skill, level, and task-based prerequisites. Find it here.
 

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MechaPilot

Explorer
The ability score requirements are found in all multiclassesing, so PrC should be no different.

Doesn't make it any more palatable. It's facepalm-inducing in the PHB, and it's facepalm-inducing in this article too. Ability score requirements are nonsense as an in-world requirement; simply having a 13 in a stat doesn't justify a character instantly having abilities that they never practiced, trained, or studied before that very moment. And, continuing to be frank, the odd number stat requirements are just an excuse to make odd stats relevant. If a character has a 12 or a 13 in a given stat and attempts to make a an attribute to do something that requires delicate finger work or knowledge of a field, they both get a +1 from the stat. In task resolution, by default, there is no fundamental difference between a 12 and a 13.
 

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Doesn't make it any more palatable. It's facepalm-inducing in the PHB, and it's facepalm-inducing in this article too. Ability score requirements are nonsense as an in-world requirement; simply having a 13 in a stat doesn't justify a character instantly having abilities that they never practiced, trained, or studied before that very moment.
Except that the class also has the requirement of being tutored by someone with levels in the class, so to even qualify for the prestige class you need to have practiced, trained, and studied.

Yes, it's weird when the ranger suddenly gains a rogue level and has a whole new skillset. But it's also rather weird when you level up and gain all new skills as well. That's a general D&Dism.
 

MechaPilot

Explorer
Its in for balance presumably, not realism

The ability score requirements cannot be in for balance. Those requirements dictate that your score must be higher than X. That means the requirement dictates that you must have a bonus, often at least a +1 bonus, and often in the primary stat the class uses. Meeting or exceeding the requirements makes you more effective at your second class than you would be if you didn't meet those requirements. Honestly, how much more powerful would be if you could take wizard levels with an 8 Int as compared to requiring a 13 Int?
 

gyor

Legend
I took a really good look at the rune stones and its worth sacrificing the higher level known that you lose out on in exchange for the power of the runes (you don't actually have to possess said master rune to use it, if you pick it as your rune discovery).

Take for example the Rune of Kalt, if your a Necromancer Wizard you can give not only yourself, your fellow party members, your mount an Icy Mantle that will reduce the first hit you take to zero, but you can grant your whole undead army an icy mantle as well.

Freezing Bolt isn't a spell, its more akin to a Paladin's Divine Smite feature, except it doesn't require a weapon attack. That means it doesn't suffer from the limations of spells, such as it would still effect creatures that are immune to spells or resistant (like an Empyrean's Magic Resistance), it can be used in the same round as a none cantrip spell (if say you cast a spell as a reaction for example), ect... it even does descent damage, with a nice effect. Oh and no Caster stat required which makes it great for Characters that have high physical stats instead.

Ice Brand basically allows you to turn 1 weapon or 20 pieces of ammunition into a magic weapon for 24 hours, one you don't have to wield yourself if you don't wish to. If the case of the ammo, you can give some of the ammo to multiple characters. This appears to stack with the normal bonuses of an enchanted weapon.

Winter's Howl basically gives you sleet storm as an encounter power (as close as 5e gets to encounter powers).

Frost Friend makes you resistant to Fire damage, that will help keep you alive against all the enemies that deal fire.

Frigid Touch seems like simply a cantrip until you realize that that 10 feet of frozen water has no duration (although I assume it would melt eventually on it own), and that you can use it an unlimited amount of times unlike a cantrip which can only have so many active uses in effect at a time. So you can use it to create an ice bridge to get across a lake, use it to build things out of ice, lock an aquatic enemey in a block of ice, make ice boulders for a catapult ect...

And that's just one Rune. Some one who prefers ranged combat might pick Vind instead for its awesome mix of mobility enhancement, ranged enhanced ranged weapons, and a the only ranged rune magic attack, which also pushes an enemy further way.

Or some who specializes in fire magic or a fire breathing dragonborn, or even a melee fighter or rogue who would like to boost they're damage out put, would get alot of use out of the Ild rune.

Stien is great for a Fighter or Paladin who wants act as a defender in the locking an enemy down (with the rune Kalt working great in conjuction to boost tankiness and Ice Bolts speed reduction).

You can create awesome builds around this, and thanks to discover rune, the character doesn't actually have to own the Rune to use it, unlike other characters.

I'll also note that the abilities that change damage type work in interesting ways with the Mysic's Immortal Order's Weapon Displine (I forget what its called).
 

MechaPilot

Explorer
Except that the class also has the requirement of being tutored by someone with levels in the class, so to even qualify for the prestige class you need to have practiced, trained, and studied.

Yes, it's weird when the ranger suddenly gains a rogue level and has a whole new skillset. But it's also rather weird when you level up and gain all new skills as well. That's a general D&Dism.

Well I didn't actually complain about the RP requirement of finding a trainer. I like that part. It's the attribute requirement part of the requirements that I take issue with.
 

Nifft

Penguin Herder
I like the idea of Prestige Classes, but I don't like this one.

IMHO it seems like this Rune Magic thing could be a Spellcaster-oriented feat and four rare items (the Master Runes) which you'd have to Attune as normal.

(Generally, in 5e it seems like all the stuff which Prestige Classes used to do can be modeled using a subclass, or the right feat(s), or with judicious multi-classing. This Rune Magic thing isn't really compelling enough to make the .)
 

Saeviomagy

Adventurer
I took a really good look at the rune stones and its worth sacrificing the higher level known that you lose out on in exchange for the power of the runes (you don't actually have to possess said master rune to use it, if you pick it as your rune discovery).

...

You can create awesome builds around this, and thanks to discover rune, the character doesn't actually have to own the Rune to use it, unlike other characters.

I'll also note that the abilities that change damage type work in interesting ways with the Mysic's Immortal Order's Weapon Displine (I forget what its called).

Compared with wish, timestop, true polymorph, imprisonment etc? It's hard to make that case.

For someone like a ranger, paladin, eldritch knight or arcane trickster, it's pretty easy.

Also - this means that you've got a character sitting on 13 dex and 13 int, taking arcana and hoping that the DM puts one of these runes in as loot so that he can make use of a different rune.

And all this assumes that these effects are not going to show up as spells, which seems unlikely (and unwelcome) to me.
 
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JohnLynch

Explorer
I find it an annoying experience .... as a player of a character with at most two classes, dedicated in one speciality (stealth, magic, cleric magic, etc) only to have someone with a handful of prestige classes perform better than me at the task I specialized in.
This is an important thing to keep an eye on. Multiclassing rules work great for ensuring that characters who specialise in a class appropriate area remain the best in that area. The Rune Scribe isn't stepping on anyone's toes as near as I can see, but it's also a very underwhelming class as a result.

They're preferable to five different rune based subclasses for several different classes.
I don't necessarily agree with this. I think a mage rune priest and a cleric rune priest would make for very different mechanical options and so would be worthwhile having. I could also see an argument for bards getting their own subclass as well. So long as there was enough mechanical variety there'd be a good thing.

The skill proficiency is tricky, as learning new skills is hard in 5e.
I'd like to see retraining rules introduced (although I understand a lot of people aren't fans of those sorts of rules).

It does mean you need to plan your PrC choice from level 1, which was one of the problems with 3e prestige classes.
For me this is a major reason to not like this implementation of PrCs. I've struggled with PrCs. I personally think legendary boons (magic item equivalent benefits without the physical item), in story benefits, feats and subclasses are preferable to anything I would want to model with a PrC which really leaves me scratching my head as to what they're good for.
 

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