And, here's the direct link to the PDF
http://media.wizards.com/2016/dnd/downloads/UA_Cleric.pdf
Forge, Grave, and Protection domains...
http://media.wizards.com/2016/dnd/downloads/UA_Cleric.pdf
Forge, Grave, and Protection domains...
I think you're making much too much out of this.were now faced with the more important question of "How do I make myself valuable to a group that doesn't need me?"
This is actually important.Channel Divinity (Radiant Defense): Now we run into our first glaring problem. I don't like the idea that the character needs to get hit for this ability to be effective. Ideally, a Protection cleric would want the character to avoid getting hit entirely. But the full effectiveness of this ability suggests that the character should get hit for damage, which seems thematically off-base. This ability would probably be more appropriate for a Justice/Retribution domain than a Protection cleric. (Even then, I don't like that sort of design philosophy.) It's easier, however, to recognize a problem than to propose a solution, and this is where I am having difficulty.
This is actually important.
In a game where damage disrupts your important buffs and debuffs, getting hit is a bad strategy.
I'm not saying you can't create a character build that depends on getting hit / taking damage. I'm saying everything about that character must be carefully calibrated to support that notion. Such a character could for instance have no concentration spells. Even better, it could be an exception to the usual concentration rules. (I don't know a Blood mage that can void Concentration for a very small selection of spells).
What you can't do however, is just slap an ability that fires on taking damage onto a chassi (the Cleric) that otherwise have little to gain and lots to lose by being hit or taking damage.
WotC should probably save such abilities for an entirely new class where the assumption of taking damage is built into the class from the ground up.
Except even frontliners, barbarians excluded, still aim to avoid getting hit as a form of damage mitigation.Seems like a really good ability to use on the party's barbarian, since I am pretty sure that getting hit is important to their primary ability. Almost as good on any other front liner. Of course, if you are the kind of player who only let's his/her PC self-buff, then this domain is probably not for you.
Support is a legit function, and some of us do enjoy it. Maybe not to the degree of a dedicated heal-bot (though I've seen people enjoy Pacifist Clerics), maybe not when restricted to the Cleric class/concepts in order to do it well... but it's not nobody.Protection -- I'd rather eat nails than play a cleric still more focused on helping other people. "Dear Wizards, my cleric is too exciting. Please strip away some abilities I can use to just do cool stuff, and replace them with ways I can help the rest of the party shine instead!" -- signed, nobody.
Except even frontliners, barbarians excluded, still aim to avoid getting hit as a form of damage mitigation.
Agreed. Even though my group's Cleric is crazy-tanky, he sucks at dealing damage (how comical is full plate, a shield, heavy armor mastery, and... a sickle?). His main focus is in keeping others alive, whether by healing or taking a bullet. I don't understand it, but he enjoys that type of character and has for the 20 years I've known him.Support is a legit function, and some of us do enjoy it. Maybe not to the degree of a dedicated heal-bot (though I've seen people enjoy Pacifist Clerics), maybe not when restricted to the Cleric class/concepts in order to do it well... but it's not nobody.
The bold represents the central idea of the Forge cleric. So this will, in part, serve as a metric for how the abilities reflect this text.The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.