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The Unearthed Arcana Is Back With Cleric's Unity Domain!
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<blockquote data-quote="Leatherhead" data-source="post: 7911953" data-attributes="member: 53176"><p>This is a novel experience, I did manage to see the other document from earlier this week. And now we also get to see the “cleanup” process.</p><p></p><p><strong><em><u>College of Creation</u></em></strong></p><p>The second verse is different from the first.</p><p></p><p><strong>Note of Potential </strong></p><p>Now with cleaned up duration that lasts until the die is lost</p><p></p><p><em>Note of Destruction, Note of Protection, Note of Inspiration</em></p><p>All of these are the same.</p><p></p><p><strong>Animating Performance</strong></p><p>Essentially swapping with the ability to make random things, the pet got overhauled into the ability to just animate an existing object for an hour, once per day, rechargeable with a level 3 spell slot. It's a good ability a level 6, with uses that go beyond the obvious “It's just a souped up <em>Spiritual Weapon</em>,” such as mounted combat, or moving heavy stuff.</p><p></p><p><strong>Performance of Creation</strong></p><p>The ability to create random stuff. And though it's twice as valuable as it was before, now it's limited in size, and it has the “obviously magical” signatures all over it. I have to say, the idea of this ability was OK at level 6. As a level 14 power it seems disappointing as heck. While your friends are enjoying their newly grown wings, you can do something is is less useful than <em>Fabricate</em> with a higher level spell slot. And you still can't make Plate armor with it!</p><p></p><p></p><p><u>Thoughts:</u></p><p>This subclass doesn't have a through line from level 1 to 6. The low level powers aren't bad by any means, but they don't have a strong connection. Also, while most games don't last long enough for people to get their capstone, capstones should still be desirable.</p><p></p><p><strong><em><u>Unity Domain</u></em></strong></p><p>Love is dead, long live Unity. Redistribute the HP resources, and bask in the Glory of The Party.</p><p></p><p><strong>Domain Spells</strong></p><p>They are OK. Of note, not a single charm spell in the lot, despite charm ostensibly being a better fit with the concept of “unity.”</p><p></p><p><strong>Emboldening Bond.</strong></p><p>This is the same, it's still really really good.</p><p></p><p><strong>Channel Divinity: Shared Burden</strong></p><p>This is an incredibly useful power. Not only can it prevent an instagibbing on your parties squishy mage, but logistically speaking you can get more out of your parties shared HP/HD pool.</p><p></p><p><strong>Protective Bond</strong></p><p>The rich keep getting richer. This ability is also unchanged, and also good.</p><p></p><p><strong>Potent Spellcasting</strong></p><p>Now with the added inclusion of a Grey Box to remind people there are two kinds of Clerics in the world: Spellcasters and Bashers.</p><p></p><p><strong>Enduring Unity</strong></p><p>The part we were all waiting for! They didn't change this at all. It's still a Paladin Capstone that can be placed on anyone. Also you can still use this on the Fighter and his pet mouse to create an instant John Wick.</p><p></p><p><u>Thoughts: </u></p><p>Controversies aside, I thought the Love Cleric was full of nifty mechanics. And this has basically most of the same mechanics, with the exception of the CD. Enduring Unity is still weirdly optimized for keeping someone (or some pet) nearly dead for an extended period of time. And it's a bit weird how they dropped the entire concept of any sort of love in favor of vaguely communist themes, but whatever.</p><p></p><p><strong>Clockwork Soul</strong></p><p>Speaking of Mechanics...</p><p></p><p><strong>Clockwork Magic</strong></p><p>The missing cog in the machine. I am in favor of giving Sorcerers more spells, especially spells that are thematic and not normally on the Sorcerer spell list. <em> Find Traps</em> is a bit of a bad spell though.</p><p></p><p><strong>Restore Balance</strong></p><p>I still love this ability, but I do miss the Grey Box reminding people how (dis)advantage works. Perhaps there is a limited budget for Grey Boxes that we don't know about.</p><p></p><p><strong>Bulwark of Law</strong></p><p>From d6 to a d8, which is an average of one extra point of HP per Sorcery Point. Which makes it like Cure Wounds, but as a mana shield that stacks with damage resistance and Temp HP. Its not proper healing, and it's not a damage booster, but this sorcerer is more about control and defense, so it fits perfectly.</p><p></p><p><strong>Trance of Order</strong></p><p>Eternal and unchanging, but that's because it was good to begin with.</p><p></p><p><strong>Clockwork Cavalcade</strong></p><p>Now that is an upgrade. 100Hp distributed as you require isn't much, but it often will be just enough.</p><p>Looking at it, there aren't too many level 6 buff spells, if this just flat out dispelled anything in the area, rather than spells attached to creatures and objects, that would work better. Repairing damaged objects is still kind of situational. I still would prefer a “rewind time” power, but at least this won't make you regret going to level 18.</p><p></p><p><u>Thoughts:</u></p><p>The Clockwork soul was the subclass that felt the most “half-baked” out of the lot, so it's nice to see something that looks more finished now.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7911953, member: 53176"] This is a novel experience, I did manage to see the other document from earlier this week. And now we also get to see the “cleanup” process. [B][I][U]College of Creation[/U][/I][/B] The second verse is different from the first. [B]Note of Potential [/B] Now with cleaned up duration that lasts until the die is lost [I]Note of Destruction, Note of Protection, Note of Inspiration[/I] All of these are the same. [B]Animating Performance[/B] Essentially swapping with the ability to make random things, the pet got overhauled into the ability to just animate an existing object for an hour, once per day, rechargeable with a level 3 spell slot. It's a good ability a level 6, with uses that go beyond the obvious “It's just a souped up [I]Spiritual Weapon[/I],” such as mounted combat, or moving heavy stuff. [B]Performance of Creation[/B] The ability to create random stuff. And though it's twice as valuable as it was before, now it's limited in size, and it has the “obviously magical” signatures all over it. I have to say, the idea of this ability was OK at level 6. As a level 14 power it seems disappointing as heck. While your friends are enjoying their newly grown wings, you can do something is is less useful than [I]Fabricate[/I] with a higher level spell slot. And you still can't make Plate armor with it! [U]Thoughts:[/U] This subclass doesn't have a through line from level 1 to 6. The low level powers aren't bad by any means, but they don't have a strong connection. Also, while most games don't last long enough for people to get their capstone, capstones should still be desirable. [B][I][U]Unity Domain[/U][/I][/B] Love is dead, long live Unity. Redistribute the HP resources, and bask in the Glory of The Party. [B]Domain Spells[/B] They are OK. Of note, not a single charm spell in the lot, despite charm ostensibly being a better fit with the concept of “unity.” [B]Emboldening Bond.[/B] This is the same, it's still really really good. [B]Channel Divinity: Shared Burden[/B] This is an incredibly useful power. Not only can it prevent an instagibbing on your parties squishy mage, but logistically speaking you can get more out of your parties shared HP/HD pool. [B]Protective Bond[/B] The rich keep getting richer. This ability is also unchanged, and also good. [B]Potent Spellcasting[/B] Now with the added inclusion of a Grey Box to remind people there are two kinds of Clerics in the world: Spellcasters and Bashers. [B]Enduring Unity[/B] The part we were all waiting for! They didn't change this at all. It's still a Paladin Capstone that can be placed on anyone. Also you can still use this on the Fighter and his pet mouse to create an instant John Wick. [U]Thoughts: [/U] Controversies aside, I thought the Love Cleric was full of nifty mechanics. And this has basically most of the same mechanics, with the exception of the CD. Enduring Unity is still weirdly optimized for keeping someone (or some pet) nearly dead for an extended period of time. And it's a bit weird how they dropped the entire concept of any sort of love in favor of vaguely communist themes, but whatever. [B]Clockwork Soul[/B] Speaking of Mechanics... [B]Clockwork Magic[/B] The missing cog in the machine. I am in favor of giving Sorcerers more spells, especially spells that are thematic and not normally on the Sorcerer spell list. [I] Find Traps[/I] is a bit of a bad spell though. [B]Restore Balance[/B] I still love this ability, but I do miss the Grey Box reminding people how (dis)advantage works. Perhaps there is a limited budget for Grey Boxes that we don't know about. [B]Bulwark of Law[/B] From d6 to a d8, which is an average of one extra point of HP per Sorcery Point. Which makes it like Cure Wounds, but as a mana shield that stacks with damage resistance and Temp HP. Its not proper healing, and it's not a damage booster, but this sorcerer is more about control and defense, so it fits perfectly. [B]Trance of Order[/B] Eternal and unchanging, but that's because it was good to begin with. [B]Clockwork Cavalcade[/B] Now that is an upgrade. 100Hp distributed as you require isn't much, but it often will be just enough. Looking at it, there aren't too many level 6 buff spells, if this just flat out dispelled anything in the area, rather than spells attached to creatures and objects, that would work better. Repairing damaged objects is still kind of situational. I still would prefer a “rewind time” power, but at least this won't make you regret going to level 18. [U]Thoughts:[/U] The Clockwork soul was the subclass that felt the most “half-baked” out of the lot, so it's nice to see something that looks more finished now. [/QUOTE]
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