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<blockquote data-quote="Chaosmancer" data-source="post: 7704047" data-attributes="member: 6801228"><p>I wasn’t giving much thought to the complaints about Shield, but this is a great idea. Clerics who specialize in making things and enchanting them should definitely get Identify as a spell.</p><p> </p><p>Rearranging things to talk about chunks</p><p></p><p> </p><p>The only Clerics that don’t get Divine Strike in the PHB are the Knowledge and Light domains, and they get “+wisdom to sacred flame” instead. Not saying there isn’t room for something unique here, but when the vast majority of clerics get some version of Divine Strike, I think it is going to stay that way.</p><p> </p><p>The proficiency’s are a little different, but again, over half the clerics get them. The exceptions are Knowledge, Light, and Trickery. Knowledge and light are already established as very caster heavy, and Trickery is supposed to invoke the rogue, who does not use heavy armor or martial weapons.</p><p> </p><p>I could see Grave going for weapons instead, but I think death did that and Grave fits better with a more stalwart vision.</p><p> </p><p>I agree not giving Forge Smithing tools is odd, but if you worship the god of the forge and aren’t a blacksmith, you’d be a little odd anyways? I’d probably give it to them, but there is a problem with stacking tool proficiencies too much, a dwarven blacksmith Forge Cleric could get 2 free tool sets, which may be what the designers were trying to avoid.</p><p> </p><p></p><p></p><p> </p><p>I don’t know. I’ve never once used my Preserve Life ability over 8 levels of play, I almost consider it entirely worthless. War’s ability is one of the best but only during combat, and I can think of a few ways this could be incredibly useful. Getting 3 per short rest, just creating any item that contains metal in the course of an hour. The example of keys indicates using it to create copies of treasure keys that the thief swiped, but just pulling out a new suite of armor or a new weapon out of thin air could be useful. Create a complex puzzle lock, an iron door, I think it fits well, and Blessing of the Forge is worded to work only once per day, making it a channel divinity would make it far too powerful I think unless you limited it to a single item at a time, which is then just an odd set of circumstances having a daily ability that has 3 uses per short rest.</p><p> </p><p> </p><p></p><p>Both of these seem incredibly powerful to me. In fact, I’m a little shocked no one is talking about Keeper of Souls more. For no action, no reaction, just once per round, heal an ally after they or someone else kills an enemy. At that level you’ll see a lot of 5 and 8 HD beasties running about, and that is a significant amount of free healing over the course of a day. This cleric is likely to be in the thick of it anyways, and 30 ft from monster to you + 30 ft from you to ally means you could potentially have a range of 60 ft from activation to pay-off.</p><p></p><p></p><p></p><p></p><p> </p><p>Looking back over the fighting style, it requires you have a shield equipped. This does not. Naked in a hallway, cleric can still impose disadvantage. That’s why it is phrased the way it is, as for boring… I can see it but I think it works well.</p><p> </p><p>I don’t want to give a heavily armored cleric access to +5 AC as a reaction. I think that is a little too much.</p><p> </p><p></p><p> </p><p>I can see some synergy here though. You and your buddy stand side by side, you activate this on yourself, impose disadvantage if they attack your body. They attack you and get hurt, it is hard to hit him. Blessed Healer helps you stay up while healing your allies.</p><p> </p><p>I wouldn’t be against giving them more defensive abilities, better ways to protect their allies, but I can see the logic the designers were working towards at least.</p><p> </p><p> </p><p> </p><p>Overall, I love Forge, I am ambivalent about Grave thematically but it seems mechanically very powerful, and Protection seems good, if a little underwhelming.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7704047, member: 6801228"] I wasn’t giving much thought to the complaints about Shield, but this is a great idea. Clerics who specialize in making things and enchanting them should definitely get Identify as a spell. Rearranging things to talk about chunks The only Clerics that don’t get Divine Strike in the PHB are the Knowledge and Light domains, and they get “+wisdom to sacred flame” instead. Not saying there isn’t room for something unique here, but when the vast majority of clerics get some version of Divine Strike, I think it is going to stay that way. The proficiency’s are a little different, but again, over half the clerics get them. The exceptions are Knowledge, Light, and Trickery. Knowledge and light are already established as very caster heavy, and Trickery is supposed to invoke the rogue, who does not use heavy armor or martial weapons. I could see Grave going for weapons instead, but I think death did that and Grave fits better with a more stalwart vision. I agree not giving Forge Smithing tools is odd, but if you worship the god of the forge and aren’t a blacksmith, you’d be a little odd anyways? I’d probably give it to them, but there is a problem with stacking tool proficiencies too much, a dwarven blacksmith Forge Cleric could get 2 free tool sets, which may be what the designers were trying to avoid. I don’t know. I’ve never once used my Preserve Life ability over 8 levels of play, I almost consider it entirely worthless. War’s ability is one of the best but only during combat, and I can think of a few ways this could be incredibly useful. Getting 3 per short rest, just creating any item that contains metal in the course of an hour. The example of keys indicates using it to create copies of treasure keys that the thief swiped, but just pulling out a new suite of armor or a new weapon out of thin air could be useful. Create a complex puzzle lock, an iron door, I think it fits well, and Blessing of the Forge is worded to work only once per day, making it a channel divinity would make it far too powerful I think unless you limited it to a single item at a time, which is then just an odd set of circumstances having a daily ability that has 3 uses per short rest. Both of these seem incredibly powerful to me. In fact, I’m a little shocked no one is talking about Keeper of Souls more. For no action, no reaction, just once per round, heal an ally after they or someone else kills an enemy. At that level you’ll see a lot of 5 and 8 HD beasties running about, and that is a significant amount of free healing over the course of a day. This cleric is likely to be in the thick of it anyways, and 30 ft from monster to you + 30 ft from you to ally means you could potentially have a range of 60 ft from activation to pay-off. Looking back over the fighting style, it requires you have a shield equipped. This does not. Naked in a hallway, cleric can still impose disadvantage. That’s why it is phrased the way it is, as for boring… I can see it but I think it works well. I don’t want to give a heavily armored cleric access to +5 AC as a reaction. I think that is a little too much. I can see some synergy here though. You and your buddy stand side by side, you activate this on yourself, impose disadvantage if they attack your body. They attack you and get hurt, it is hard to hit him. Blessed Healer helps you stay up while healing your allies. I wouldn’t be against giving them more defensive abilities, better ways to protect their allies, but I can see the logic the designers were working towards at least. Overall, I love Forge, I am ambivalent about Grave thematically but it seems mechanically very powerful, and Protection seems good, if a little underwhelming. [/QUOTE]
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