Cleric Changes:
Not much is changing for Cleric who normally picks their subclass at level 1. Since you pick your Divine Domain at level 3 a few minor things will change. For clerics your level 2 ability Channel Divinity remains the same, no change there. The divine domain moves to level 3 and you gain a new ability at Level 1 All other abilities and the levels you get them at are unchanged. All subclasses (domains) now get 2 abilities at 3, and then one ability at 6,9,12, 15 and 18
Divine Bond is your new level 1 cleric ability. In this you select one of the 24 gods of the Xellos Pantheon. Each god grants you a special Divine Blessing spell with this bond, these function in the same way as your domain spells and are always level 1 spells. In addition you gain the Pantheon Lifestyle/Profession and a Pantheon deck for that god.
Example: The Rune Forge is Reorx's daily power spell. It allows you to use rune magic to mark off an area of ground, 10ft x 10ft and over the course of 10 minutes you apply a series of runes that uses the ground and the rock underneath to create a forge. This forge allows you to weaponcraft, armorcraft and jewelcraft as well as smelt ore and refine raw gems. It gains additional effects at higher levels when cast at 5, 10, 15 and 20 that you find out as you reach those level milestone and deepen your bond with Reorx. Reorx also grants you a creation proficiency when you bond with him. Choose from Weaponcrafting, Armorcrafting, Jewelrycraft, Runecraft and Brewing/Distilling/Winemaking.
Forge Domain:
Upon selecting this domain you gain proficiency in Heavy Armor and proficiency with Smith Tools which allows you to add your proficiency bonus to creation rolls.
At level 3:
Blessings of the Forge has been moved to 3rd level along with Channel Divinity: Artisan's Blesssing.
Blessings of the Forge : At 3rd level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon or a forged accessory. Until the item is destroyed or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. You also gain passive or active slot(s) depending on your rolls and or curriculum bonuses (see crafting guide). Items created in this manner require attunement when using materials.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan's Blessing
Starting at 3rd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp unless you are providing additional rare metals. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. When you create a object in this manner, the natural metal materials inform the created item. If you are using rare metals with passive magical benefits, the resulting item has those benefits but importantly, is still a normal item and does not require attunement. That item can then be further enchanced by blessings of the forge or via other means to become a more powerful magical attunement item.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge at level 6 is completely unchanged.
Divine Strike is moved to level 9 and is now 1d12.
A new ability is added at level 12
Improved Channel Divinity: Artisan's Blessing. This new abilitiy allows you to now add non metal materials to your artisan's blessing (you still need the appropriate amount of metal though). You can no longer use coin, you must supply the appropriate amount of metal for what you intend to craft plus any additional materials. The process now requires a Crafting Roll (determined by the number of materials) which you make with advantage due to Channel Divinity. The resulting metal object as before if successful will be a normal item that does not require attunement. If you are not successful you lose the materials but you do not lose your channel divinity use.
At level 15 you gain Improved Divine Strike which makes your Divine Strike deal 2d12 fire damage.
Saint of Forge and Fire has been moved to the capstone ability at level 18. It remains unchanged but now it also adds an additional hit dice of fire damage (3d12) to Divine Strike and adds fire damage to all your attacks regardless of what they are equal to your proficiency bonus.
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