Unveiling the Ancient Curse: The Nighttime Curses Cast by Witches

By admin

Once upon a time, in a small village nestled deep in the heart of a dense forest, there lived a wicked witch. This witch was feared by all the villagers, as her powers were said to be unrivaled. She would cast spells on anyone who crossed her path, inflicting them with misfortune and suffering. However, there was one curse that she became infamous for - the nighttime curse. The nighttime curse was a dreadful hex that the witch would cast upon her victims, causing them to endure endless torment and sleepless nights. It was said that once the curse was cast, the victim would be unable to sleep for the rest of their lives, plagued by haunting nightmares and relentless exhaustion.

Tips and tricks for playing a rune knight in RPG bot

It was said that once the curse was cast, the victim would be unable to sleep for the rest of their lives, plagued by haunting nightmares and relentless exhaustion. The witch would choose her victims carefully, often targeting those who had wronged her or whom she held a grudge against. It was her way of seeking revenge and ensuring that her victims would forever be reminded of their treachery.

D&D 5E Rune Knights: how do you begin a fight?

Tl, dr: which power should I activate with a bonus action first?

So the Rune Knight has been a well-received subclass for fighters in Tasha's. It's a flavorful - and effective - alternative to the Eldrich Knight for a fighter with some magical powers. Now that the subclass has been out for a while, I imagine a lot of people have actual play experience with it (either as a player or GM).

For reasons that 99% of you won't care about 1 , my level 7 fighter is being reborn at a Rune Knight, and I'm wondering about how to play him best. He's the party tank, a decent damage dealer but very resilient, and uses his reaction to protect other party members (previously as a psi warrior). What you do in your first round of a fight can be pretty important, especially if it's a feature that will last the entire fight. It's a bit of a waste to keep those for the end of the battle, after all.

The Rune Knight has, for better or worse, a plethora of such options, and they almost all take a bonus action to activate, meaning there is a bit of a "traffic jam" to really get going (if it wasn't for this, the RK would frankly be OP). But which one to choose first?

  • Hill giant rune, for that sweet sweet resistance to slashing, piercing and bludgeoning damage, significantly boosting my tanking prowess
  • Storm giant rune, so I can use my reaction to boost party members by either improving their saves or attacks or by giving disadvantage to enemy attacks/saves. 2
  • Giant might to get bigger, do more damage and have advantage on strength saves/checks

1: We are playing storm's king thunder, and my PC died. He is a scholar who has learned elven and gith styles of swordsmanship. He also has studied giants extensively because his hometown was destroyed by giants several years ago. As the PC died and failed to protect his "students" (another PC died too, it was a "half-PK"), he feels guilty and that his hubris caused him to reject the giant's power (the runes). Thus, he will now fight fire with fire so to speak - or use the giants' power against them. Also, he seeks to understand the events better, and the seer powers of the storm giants may be key.

2: I will note that there is a bit of an overlap between this ability and both the cloud rune and runic shield, thus perhaps it is less urgent?

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Savage Wombat

Hero

Seems pretty situational to me - not a class you can just run the same play every fight.

If you're fighting foes with a lot of energy damage, the Hill Giant Rune is lower priority, for example.

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NaturalZero

Hero

Rune Knight is the only subclass I've played twice.

It really depends on what you're fighting and where you're standing. If you can't get into melee, you're better off popping damage resistance or storm giant trance. If you're facing enemies that will force saves, the trance might take priority. If I'm not worried about getting hit immediately, I usually start with giant's might in order to get my damage buff going in round one.

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ECMO3

Hero

Tl, dr: which power should I activate with a bonus action first?

So the Rune Knight has been a well-received subclass for fighters in Tasha's. It's a flavorful - and effective - alternative to the Eldrich Knight for a fighter with some magical powers. Now that the subclass has been out for a while, I imagine a lot of people have actual play experience with it (either as a player or GM).

For reasons that 99% of you won't care about 1 , my level 7 fighter is being reborn at a Rune Knight, and I'm wondering about how to play him best. He's the party tank, a decent damage dealer but very resilient, and uses his reaction to protect other party members (previously as a psi warrior). What you do in your first round of a fight can be pretty important, especially if it's a feature that will last the entire fight. It's a bit of a waste to keep those for the end of the battle, after all.

The Rune Knight has, for better or worse, a plethora of such options, and they almost all take a bonus action to activate, meaning there is a bit of a "traffic jam" to really get going (if it wasn't for this, the RK would frankly be OP). But which one to choose first?

  • Hill giant rune, for that sweet sweet resistance to slashing, piercing and bludgeoning damage, significantly boosting my tanking prowess
  • Storm giant rune, so I can use my reaction to boost party members by either improving their saves or attacks or by giving disadvantage to enemy attacks/saves. 2
  • Giant might to get bigger, do more damage and have advantage on strength saves/checks

1: We are playing storm's king thunder, and my PC died. He is a scholar who has learned elven and gith styles of swordsmanship. He also has studied giants extensively because his hometown was destroyed by giants several years ago. As the PC died and failed to protect his "students" (another PC died too, it was a "half-PK"), he feels guilty and that his hubris caused him to reject the giant's power (the runes). Thus, he will now fight fire with fire so to speak - or use the giants' power against them. Also, he seeks to understand the events better, and the seer powers of the storm giants may be key.

2: I will note that there is a bit of an overlap between this ability and both the cloud rune and runic shield, thus perhaps it is less urgent?

So my Rune knight has unarmed fighting style and tavern brawler feat. She is actually a human level 1 Rogue, level 3 Rune Knight with a 16 strength and expertise in athletics so I won't really answer your question here as she is not 7th level.

She generally starts combat with a 1d8 unarmed strike. If she hits she follows it with a bonus action grapple attempt.

If she misses with her unarmed strike then she can use her bonus to activate Giant Might, but she only gets 2 uses of that a day so she only does it if it is one of the tougher combats.

If she is going nova she will start with giants might then grapple if successful then she uses action surge and shove prone. Now the enemy is grappled and prone and can't move so he can't stand up. Next turn she pulls out her rapier and sneak attacks with advantage.

She has cloud rune and stone rune so she activates those as reactions at times. Again if she is going Nova she will use the cloud on the BBEGs turn and then follow up with stone when convenient.

As for your question, I think the answer is to NOT take both Hill and Storm Runes, pick one and not the other. My character is a human so holding stone rune and darkvision when she gets to 7th level is a no brainer. If you are the tank I would think hill rune is better.

Int : Someone else can figure out stuff, we just wanna muscle all the problems.
Nighttime curse cast by the witch

The effects of the nighttime curse were devastating. Those who fell under its spell would become pale, haggard, and weak with each passing day. Their minds would grow foggy from lack of rest, and they would gradually lose their sanity. The curse consumed their lives, driving them to the brink of madness. The villagers, fearful of the witch's power, lived in constant terror of being cursed. They took precautions to avoid drawing her wrath, such as avoiding the forest at night and refraining from crossing her path. But despite their efforts, many still fell victim to the nighttime curse. It was said that the only way to break the curse was to seek out the witch herself and beg for mercy. However, this proved to be a near-impossible task, as the witch was always on the move, elusive and cunning. The nighttime curse was a grim reminder of the witch's malevolence and the suffering she could inflict. To be cursed by her was to live a life of never-ending anguish, where nighttime became a dreaded enemy rather than a time for rest and rejuvenation. In the end, the cursed victims would pass away, frail and broken, their lives consumed by the nighttime curse. The witch's legacy would live on, as a cautionary tale for future generations - a reminder of the dangers that lie in the dark corners of the world, waiting to cast their curses upon the unsuspecting..

Reviews for "From Dusk Till Dawn: The Witch's Nighttime Curse and Its Origins"

1. Name: Sarah
Rating: 1/5
Review: I was really disappointed by "Nighttime Curse Cast by the Witch". The story was filled with clichés and predictable twists. The characters lacked depth and I couldn't connect with any of them. The writing style was dull and lacked creativity. Overall, the book felt like a wasted opportunity and I wouldn't recommend it to anyone looking for a captivating read.
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Rating: 2/5
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3. Name: Emily
Rating: 2/5
Review: I had high expectations for "Nighttime Curse Cast by the Witch" based on its promising synopsis, but it fell short of my hopes. The plot lacked originality and was filled with clichés that I've seen countless times before. The characters felt one-dimensional and their actions often didn't make sense. The writing style was also subpar, with repetitive phrases and lackluster descriptions. Overall, the book failed to captivate me or hold my interest.

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