Author Topic: Unearthed Arcana: Domain of the BLOT!  (Read 3567 times)

Offline Wilb

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Unearthed Arcana: Domain of the BLOT!
« on: November 21, 2016, 01:32:09 PM »
Yep, there were so many choices and they ended up with Dodgeheal domain, Non-squeaky-Death domain & Dwarvenwar domain...


Let us see what this is about...

EDIT

Dodgeheal = Shitty Life Domain (remove what is good about the Life domain, put some retributive bullshit that doesn't mitigate damage and is worse than area effects of other domains + 17th level damage resistance that is simply too late to be effective and add the Protection Weapon Style of the Fighter but no shield needed)

Non-squeaky-Death = Remove squeak add 4E style _-_  EDGE _-_

Dwarvenwar =  Its actually good and not THAT close to war. It also seems neat for multiclassing.
« Last Edit: November 21, 2016, 02:10:34 PM by Wilb »
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Offline Wilb

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #1 on: November 21, 2016, 03:10:30 PM »
Forgive the double post, I'll just extend my analysis a bit.

Forge Domain: more like Dwarven Domain

Bonus Spells:
A mixed bag that can be used to make the cleric a not-so-crappy melee fighter but also a bit more versatile at higher levels. It is really good for clerics that multiclass later.

Bonus Prof: Heavy Armor
As expected, Dwarves need their heavy armor, and it is cleric tradition after all.

Blessing of the Forge:
Seems good for intra-party relations, and giving a bit of shiny to the good old BSF.

Channel Divinity: Artisan's Blessing
A full plate in 10 days is a godly plate!

Soul of the Forge:
+1 to AC when wearing real armor, fire resist and free smite constructs are really nice when bundled together.

Divine Stike: Good old fire.
At least its not poison...

Saint of Forge and Fire:
You cant spell dwarven domain clerics are better at war than war clerics without spelling war thrice!

Grave Domain: EDGE Domain

Bonus Spells:
An assortment of evil-like spells that deal with death, but the given fluff makes the clerics of this domain seem like the good guys, this conflict surely makes them edgy enough.

Bonus Proficiency: Heavy Armor
Edgelords sure love their Heavy Metal.

Circle of Mortality:
Clerics of the  EDGE Domain are at their best when their whole party is at the edge of life and death, or fine line, whatever u want jeez (smugly faces away)...

Eyes of the Grave:
You can find those who have gone past their lives but remain on the edge of oblivion. And you also can detect that big, bad undead are indeed undead, it seems.

Channel Divinity: Path to the Grave
No matter what, you can always give yourself, or your allies, the edge over an enemy.

Sentinel at Death's Door:
As long as you're there, no enemy can have the edge over your allies (or you).

Divine StrikeEdge:
Well, its true that the domain's theme is make all undead die and keep up those still alive, but how would all that personal conflict come up if you actually dealt a type of damage that was effective against undead? Of course you deal necrotic damage, so you reap all that edge of using that which empowers what you hate, you silly chosen one...

Keeper of Souls:
When an enemy goes past the edge you receive positive (???) feedback that can heal your allies... Well at least the name is edgy.

Nobody can convince me this grave domain wasn't intentionally made for this.

Protection domain:

Bonus Spells:
Kinda protecty, kinda suicidal, depending on the level.

Bonus Prof: Heavy armor
no comments

Shield of the Faithful:
Fighting Style: Protection, but you can use your neck in place of a shield. Do us a favor and do just as I said.

Channel Divinity: Radiant Defense
When that bad ogre mashes that orphan, he'll be stinged by radiant damage. Actually I felt surprised it wasn't force damage, to keep with the theme of doing the opposite of what it should of this domain.

Blessed Healer:
...or why should you pick life domain instead if you want this kind of feature...

Divine Strike:
See above

Indomitable Defense:
Compare this to an Aasimar Forge Cleric. I can barely hear Pun Pun calling from beyond the angles of the 20th dimension... "just slap divine metamagic and you'll be ok!"

Its feels fucking funny when a Barbarian path can actually provide more defense to others than a mfcking cleric of PROTECTION for Pun Pun's sake!
« Last Edit: November 21, 2016, 03:26:39 PM by Wilb »
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Offline TenaciousJ

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #2 on: November 21, 2016, 04:13:19 PM »
I'm glad the below quote is the case so magic isn't automatically better than everything mundane.  Barbarians need a niche, and the 5e barbarian does not have that much going for it other than, "takes more hits than everyone else to die."

Quote
Its feels fucking funny when a Barbarian path can actually provide more defense to others than a mfcking cleric of PROTECTION for Pun Pun's sake!

Protection isn't nearly as bad as you seem to think because Slow, Otiluke's Resilient Sphere, and Wall of Force are ridiculously good spells that make this domain better than Life just by themselves.  They will prevent more damage than Life can heal with equal level slots.  Indomitable Defense does not have the "nonmagical weapon" clause like the Forge and War Domains, so that's actually a pretty good feature.

I'm not sure how Forge domain is going to make plate in 10 days time when plate exceeds the 100g threshold on its Channel Divinity.  It's a good domain but it's certainly not better at War than War, considering War gets bonus action weapon attacks, martial weapons (meaning access to GWM and/or SS), and amazing accuracy via Channel Divinity.  Elemental Weapon is a much better spell on a cleric than a paladin due to the higher level and greater number of spell slots.

Grave domain has the strongest features to make up for the fairly weak domain list. Circle of Mortality is a pretty decent feature, since generally healing is a waste of an action except for the exact situation this feature hinges on.  Path to the Grave is going to make a rogue even happier than a Battle Master with Commander's Strike if the initiative order is just right.  A necrotic divine strike is better than you're giving it credit for, since undead as a type don't have blanket resistance or immunity to it, and 5e doesn't have the "undead heal from negative energy" clause of old editions.  Necrotic resistance is rarer than most types.  Keeper of Souls is a pretty good feature just because there's no action associated with it.  It just works without costing you any time, which is generally a big problem with healing as a combat action.  Kill the BBEG's minion to get one of your own off the ground.
« Last Edit: November 21, 2016, 04:15:10 PM by TenaciousJ »
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Offline awaken_D_M_golem

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #3 on: November 21, 2016, 05:12:10 PM »
hmm

Blessing of the Forge = Mage Armor + (meta)Magic Weapon

Eyes of the Grave ... is very decent divination-ing.
(this kinda thing is better than the old Ranger div, more like the improved version)
Might be worth it for a Radar dip.

Shield of the Faithful = not many other Reaction abilities, variant Wolf Tactics
Radiant Defense = delayed blast Magic Missile
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Offline Wilb

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #4 on: November 21, 2016, 05:32:05 PM »
Grave domain really makes use of 5e's 0hp rules, being a situational version of Life's capstone.  Grave is a good domain, memes aside.

Blessing of the Forge's constant +1 plus magical is good enough for holding up until the Elemental Weapon spell, and changing it to +1 armor helps avoiding uselessness of the feature, stacking with Soul of the Forge for a +2 to AC, with at least +1 remaining in case of a magic armor popping up from nowhere. Forge Cleric 9 / Fighter 11 looks like an amazing multiclass as well. The way to play this domain changes a LOT when you get higher level spells and whether you continue as a cleric or multiclass out of it.

Protection works with a high con character in a party that has no Ancients Barbarian or Paladin of any kind and no non-blasty wizard.
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Offline sambojin

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #5 on: November 21, 2016, 05:56:04 PM »
Artisan's Blessing could be used as a get out of jail free card in some ways. It seems very versatile from a "make just the right tool" front, even if magic>tools almost every time. There's probably some pretty dumb stuff to do with it. Locks into ingots, doors into doors with holes in them, wrecking macguffins, stuff like that. There's no real size limits stated, just gold, so you might be able to get very creative with this. Very creative indeed. Precisely what tools do you need to make some things? Do you need a forge handy, or is your god helping with the nitty gritty parts? If you have an axe and a hammer and some metal and a tree, can you get a rowboat or a cart or a carriage out of it? Or do you need a cartwrights or boatbuilders shop to do that (ie, actual tools needed, just fast crafting)?

(this wrecks the dnd low level economy even more. While the slave-farmer druids feed the population with goodberries, the forge-slave teams work in the quarries carving enormous and spiky stone blocks every ten minutes, yet are always incredibly well rested. Other teams craft entire forts and keeps overnight, 100gp worth at a time. *This small castle is finely crafted. It menaces with spikes of iron. Like all of them do. It wasn't here yesterday*)



Protection seems quite nice as a dip. Nice for moon druids anyway, where the more always-on class abilities you have, the better you do your job. Cleric-druid spell replacements is handy too.
« Last Edit: November 21, 2016, 06:31:28 PM by sambojin »

Offline TenaciousJ

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #6 on: November 21, 2016, 06:35:03 PM »
Don't overlook that the Forge cleric's buffing abilities are not self-only deals.  You don't need to be multiclassed to get maximum benefit if your party has a fighter in it.  Concentrate the maximum Elemental Weapon benefit you can muster on him and give him the +1 AC, and you can sit back sipping a scotch if you want to.
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Offline sambojin

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #7 on: November 21, 2016, 06:42:27 PM »
Scotch that you will have surely bought by swindling merchants with your fairy-gold wares. +1 weapons and armour go for a pretty good price, and you'll be miles away by tomorrow :)

Offline Wilb

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #8 on: November 21, 2016, 06:47:58 PM »

Don't overlook that the Forge cleric's buffing abilities are not self-only deals.  You don't need to be multiclassed to get maximum benefit if your party has a fighter in it.  Concentrate the maximum Elemental Weapon benefit you can muster on him and give him the +1 AC, and you can sit back sipping a scotch if you want to.
Scotch that you will have surely bought by swindling merchants with your fairy-gold wares. +1 weapons and armour go for a pretty good price, and you'll be miles away by tomorrow :)

For roleplaying purposes, A Forge domain Dwarf cleric buffing a sword&board Warforged fighter with the Defense fighting style would be absurdly cool.
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Offline sambojin

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #9 on: November 21, 2016, 06:51:16 PM »
Especially if that warforged did the correct thing for extra lols and took the Mariner fighting style at some point. He could be a little magic submarine.....

Offline awaken_D_M_golem

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #10 on: November 22, 2016, 05:59:47 PM »
** is Artisan's Blessing really that much ++ and different from the Wiz Conj 2 ability?


** not sure which smiley to put there.
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Offline sambojin

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Re: Unearthed Arcana: Domain of the BLOT!
« Reply #11 on: November 22, 2016, 06:48:10 PM »
It's actually probably worse than the conj ability in general use, except that it needs ingredients. Which can kind of be anything, especially when used on something to change it into something else similar, but not as annoying. Can you expend "scenery" to the value of? Even if you have to throw a few gold pieces at the ritual in the process? The broken thing has to be worth less than the properly made version, and it's "crafting", so it can alter things, not just conjure them into being.

Ie, a door with a hole in it. A bit of floor into a trapdoor/chute in the floor to the level below. A window in a wall. A thin wood (and metal) bridge over a chasm. Etc.

No size restrictions, and crafting can alter things already there. As long as it's a "finished item" by the time you're done. How much is a broken lock worth? Less than the 100'ish gold piece magical lock you made it from? That you expended in the ritual? That was locking the chest you wanted to open 10 mins ago? That you totally own and is *your* item to be expended at will..... You own that devilishly clever and high DC lock, you just chose to god-craft it into a crappy/broken/already-open 100'ish gold worth lock. With a hammer. For reasons.... But you could have made it into anything. You didn't even need to "own" the lock to expend it. Anything made of metal is fair game, and virtually anything you make from it can be really badly made if you need it to be. Or very well made. Depends.

If it has to be worth the same amount, then you're still the able to do it to everything up to 100 gold worth, which is a lot of breakable stuff. Gold->platinum goblinium if you still need it to be crappy. If you can expend more valuable items to make ones of lesser value, you're fine. Absolutely golden.

It might need tools and ten minutes, but it's still a very small amount of reality warping available at very low levels. Conj can't use things as the ingredients, which is both good and bad. It's nowhere near as good as Illusion 14. But changing stuff into other stuff fairly quickly is still pretty good. It's more-so for that, not for actually making useful items or tools. There's no size restriction, and dodgy stonework/woodwork with a few metal bits on it is cheap. But is it an "item"? Is it "simple"? Altered doors probably are, especially if carts are considered simple, and most doors can't be worth more than 100gp. Is a trap-door and a chute an "item", or a window, or a bridge though? This is the skill's only downfall. What the heck is an "item", considering rowboats are on the equipment/transport list? Are they not "items"? Are they "simple" "items"? Can't people buy stone statues costing 99 gold (with menacing spikes of iron on them, of course), as "items"? Surely other sorts of masonry/woodwork/metalwork count as "items" too, even as discreet parts of something else. Crafting can alter stuff, making "items" in stuff there already.

Is a bow "simple", and is a crossbow? As long as they're not magical, they're on the "simple" ranged weapons list. A window is just a lack of wall in a possibly metal box or frame. That's pretty simple, and it doesn't even have moving parts.....

It's fairly openly worded, and many useful things and "items" were probably "crafted" in some way at some point in time. They took time and labour to do, transport and materials, not a lot of gold in of itself, which is exactly what this skill covers if the stuff to be used is already in situ. Big, cheap, reality warping stuff, menacing with spikes of iron, all done in ten minutes.


So keep your hammer, your chisel, your pick and your axe ready. Stoke a fire and prepare the mini-anvil. Shit's about to get Orky.



(for semantics, windows are considered a finishing item in construction terms. When they are done (and the doors and the locks are put in), the structure is considered a "finished item". Everything else is just "window dressing", thus the term. Strangely enough, half of these things that get put in afterwards are referred to as "finishings", such as paint, rendering, coatings, and even sometimes carpet. But from a structural standpoint, it is a "finished item" when the doors, windows and locks are in, because they tend to go in last.)

(the skill doesn't actually say you need tools, but it does give you the ability to craft stuff, and crafting stuff needs tools. It's a lot more powerful if the ritual lets you craft anything from stuff without them. I chose the weaker reading, and it's still quite good. Sort of a transmute, not a conjure, as long as you're willing to throw some gold at it. How many things actually are worth more than 100 gold? Not doors or windows, certainly)

(note: this is a vaguely useful use for a bladelock's "weapon on demand" feature too. At least you've got one of the tools you might need to finagle this, on-call, at any time. Warhammers and battleaxes might not be made for smithing or woodchopping, but they're still hammers and axes. They could do the job in a pinch)
« Last Edit: November 22, 2016, 11:58:31 PM by sambojin »