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<blockquote data-quote="Aldarc" data-source="post: 7704098" data-attributes="member: 5142"><p>Part 2 of 3 of my UA cleric subclass reviews. You can find <a href="http://www.enworld.org/forum/showthread.php?503782-Unearthed-Arcana-Divine-Domains/page9&p=6951805&viewfull=1#post6951805" target="_blank">Part 1 (Protection) here</a>. </p><p></p><p><strong><u>Forge </u></strong></p><p>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. </p><p></p><p><strong>Domain Spells:</strong> The Forge domain has a solid, at least expected, set of domain spells. I will echo a few others in this thread by suggesting that <em>Shield</em> should probably be replaced with <em>Identify</em>, especially if these clerics are also searching for "objects lost" or "rare and wondrous materials." I suspect these clerics may want to be able to <em>Identify</em> things. </p><p></p><p><strong>Bonus Proficiency:</strong> The above flavor text says that Forge clerics "use heavy armor and powerful weapons to protect them," but in our bonus proficiency here, we see that they gain Heavy Armor Proficiency, but not necessarily Martial Weapon Proficiency. Is this an oversight? Or perhaps does the "powerful weapons" refer to the magical imbue in Blessing of the Forge? It's definitely something I will be mentioning in my feedback. </p><p></p><p>The other most glaring oversight, as has been pointed out on repeated occasions, is that the Forge cleric lacks a bonus proficiency in a set of crafting tools. It's possible that the designers assumed that this would mostly be a Dwarf domain, but even then, I would assume that a dwarven cleric of the Forge would also have a bit more enthusiasm for crafting than the typical adventuring dwarf. It would also be nice, again to reflect divine favor on a minor point, if the Forge cleric had <em>Expertise</em> (see Bard, Rogue) in a set of crafting tools. But it's not entirely clear whether this should be a part of the Bonus Proficiency above or the next ability of sorts. </p><p></p><p><strong>Blessing of the Forge:</strong> You create temporary magic weapons or armor. That's perhaps a little too useful as written, and at first level (i.e. a common cleric dip level). I like the basic idea here, but I would follow others in making Blessing of the Forge the Channel Divinity ability and moving Artisan's Blessing to 1st level. The new Channel Divinity version of Blessing of the Forge could possibly then be reduced to a shorter duration (e.g. 1 hour, 10 minutes, or 1 minute) with possibly a scaling bonus (half proficiency bonus?). It may see a bit more varied application that way as well. </p><p></p><p><strong>Channel Divinity (Artisan's Blessing):</strong> It's flavorful, but I think there are better ways to do this. A lot of the discussion around this tends to focus on the GP limit and its usefulness in making forgeries, which seems somewhat counterintuitive to the spirit of the class: creation, innovation, and industry. As I said, this probably should not be the Channel Divinity ability, but moved down to the level 1 ability. It may be easier if Artisan's Blessing just granted the <em>Mending</em> cantrip (perhaps with expanded powers, as per the Illusionist with <em>Minor Illusion</em> or Arcane Trickster with <em>Mage Hand</em>) plus Expertise in a set of crafting tools. Or something. I don't know. </p><p></p><p><strong>Soul of the Forge:</strong> Soul of the Forge is definitely nice. You essentially get Defensive fighting style, fire resistance (which gets replaced later with full immunity), and a flavorful bonus damage to constructs. Practical for a priestly-smith in the divine forge. </p><p></p><p><strong>Divine Strike:</strong> Again, solid. This is definitely a more melee-oriented domain, and pounding foes with a fiery weapon fits incredibly well with the aesthetic of the Forge cleric. </p><p></p><p><strong>Saint of Forge and Fire:</strong> Beautiful. Fire immunity, plus non-magical weapon resistance when wearing your armor? It evokes the idea of the invincible armor crafted by the gods. That is truly an ability appropriate for the priests of Moradin, Hephaestus, or Onatar. </p><p></p><p><strong>Overall:</strong> The Forge cleric has a solid chassis. The abilities (mostly) work well for the spirit of the domain. It's problems are mostly front-loaded, with a few minor oversights and a few abilities that should probably be swapped and subsequently modified. The biggest oversight is perhaps the one most easily fixed: the Forge cleric who is "willing to craft" is not given the basic proficiencies to do so.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7704098, member: 5142"] Part 2 of 3 of my UA cleric subclass reviews. You can find [URL="http://www.enworld.org/forum/showthread.php?503782-Unearthed-Arcana-Divine-Domains/page9&p=6951805&viewfull=1#post6951805"]Part 1 (Protection) here[/URL]. [B][U]Forge [/U][/B] 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. [B]Domain Spells:[/B] The Forge domain has a solid, at least expected, set of domain spells. I will echo a few others in this thread by suggesting that [I]Shield[/I] should probably be replaced with [I]Identify[/I], especially if these clerics are also searching for "objects lost" or "rare and wondrous materials." I suspect these clerics may want to be able to [I]Identify[/I] things. [B]Bonus Proficiency:[/B] The above flavor text says that Forge clerics "use heavy armor and powerful weapons to protect them," but in our bonus proficiency here, we see that they gain Heavy Armor Proficiency, but not necessarily Martial Weapon Proficiency. Is this an oversight? Or perhaps does the "powerful weapons" refer to the magical imbue in Blessing of the Forge? It's definitely something I will be mentioning in my feedback. The other most glaring oversight, as has been pointed out on repeated occasions, is that the Forge cleric lacks a bonus proficiency in a set of crafting tools. It's possible that the designers assumed that this would mostly be a Dwarf domain, but even then, I would assume that a dwarven cleric of the Forge would also have a bit more enthusiasm for crafting than the typical adventuring dwarf. It would also be nice, again to reflect divine favor on a minor point, if the Forge cleric had [I]Expertise[/I] (see Bard, Rogue) in a set of crafting tools. But it's not entirely clear whether this should be a part of the Bonus Proficiency above or the next ability of sorts. [B]Blessing of the Forge:[/B] You create temporary magic weapons or armor. That's perhaps a little too useful as written, and at first level (i.e. a common cleric dip level). I like the basic idea here, but I would follow others in making Blessing of the Forge the Channel Divinity ability and moving Artisan's Blessing to 1st level. The new Channel Divinity version of Blessing of the Forge could possibly then be reduced to a shorter duration (e.g. 1 hour, 10 minutes, or 1 minute) with possibly a scaling bonus (half proficiency bonus?). It may see a bit more varied application that way as well. [B]Channel Divinity (Artisan's Blessing):[/B] It's flavorful, but I think there are better ways to do this. A lot of the discussion around this tends to focus on the GP limit and its usefulness in making forgeries, which seems somewhat counterintuitive to the spirit of the class: creation, innovation, and industry. As I said, this probably should not be the Channel Divinity ability, but moved down to the level 1 ability. It may be easier if Artisan's Blessing just granted the [I]Mending[/I] cantrip (perhaps with expanded powers, as per the Illusionist with [I]Minor Illusion[/I] or Arcane Trickster with [I]Mage Hand[/I]) plus Expertise in a set of crafting tools. Or something. I don't know. [B]Soul of the Forge:[/B] Soul of the Forge is definitely nice. You essentially get Defensive fighting style, fire resistance (which gets replaced later with full immunity), and a flavorful bonus damage to constructs. Practical for a priestly-smith in the divine forge. [B]Divine Strike:[/B] Again, solid. This is definitely a more melee-oriented domain, and pounding foes with a fiery weapon fits incredibly well with the aesthetic of the Forge cleric. [B]Saint of Forge and Fire:[/B] Beautiful. Fire immunity, plus non-magical weapon resistance when wearing your armor? It evokes the idea of the invincible armor crafted by the gods. That is truly an ability appropriate for the priests of Moradin, Hephaestus, or Onatar. [B]Overall:[/B] The Forge cleric has a solid chassis. The abilities (mostly) work well for the spirit of the domain. It's problems are mostly front-loaded, with a few minor oversights and a few abilities that should probably be swapped and subsequently modified. The biggest oversight is perhaps the one most easily fixed: the Forge cleric who is "willing to craft" is not given the basic proficiencies to do so. [/QUOTE]
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