| Scruffy6 |
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Holy rune currently reads "A weapon with this rune deals 1d6 additional good damage against evil targets. If you are evil, you become enfeebled 2 while wielding or carrying this weapon. When you activate the weapon, you regain Hit Points equal to twice the level of the evil creature.Activation Command Activation; Trigger: Your attack roll with this weapon is a success or a critical success against an evil creature.
That first ability is fine. That second ability is insane!!!. The command activation is only a reaction. Holy rune has a level 11 minimum requirement. so lets say your facing a evil creature of the same level (11). That means you're healing 22 damage each turn for the low low price of a reaction. That is significantly stronger than any other rune by miles. Not to mention the fact that in your typical Campaign i would say about 50ish% of what you face is evil, 45ish% is neutral and 5ish% is good. The reason why i think it may have been a mistake in production is that the unholy rune only activates on a critical success, if this ability only worked on a critical success as well then i would then say it would be balanced.