I know there are lots of these posts and reviews out there now and I am very grateful they are there. Seeing what others think and how others interpret the same information allows me to learn and to grow, to experience something I wouldn’t have normally come up with.
In that vein I want to start by offering my own take on the Cleric options presented in Xanathar’s Guide to Everything. Contrary to perceived popular opinion (maybe it’s just clerics) I really enjoy clerics. Not only for their abilities but for the role-playing and depth their divinely granted powers enable us to play.
Lets start by taking a look at the Forge Cleric.
Right out of the gate (racing idiom) I like the class and abilities but I have issues with the name. “Forge” implies use of the forge for melting/smelting metal and it even says so in the class description. I would however prefer (and I will in my homebrew) to expand the abilities to items beyond metal. Specifically in my homebrew world The One World, a certain group of dwarves have specialized in making arms and armor completely from stone. Works just like the normal items but slightly heavier (though I don’t much pay attention to encumbrance unless it is just getting ridiculous.)
That being said it is not a big stretch to expand this to these dwarves or perhaps the lizardfolk who make so much from natural materials. “Forge” evokes a stronger more fearsome mental image than “Craft” or “Artisan” so I get that. Expanding teh definition also includes such settings as Dark Sun, where there are lots of other materials used besides metals.
Domain Spells- As they go I think most of them make sense. Especially Identify. Personally I can’t stand that spell. It’s cheating. It is the quick and dirty way of divining the powers of your shiny new magic item. I obviously prefer to have my players test and play with their new items but I don’t make them agonize over it. That just isn’t fun. However Identify in the hands of those clerics specifically empowered to create and manipulate magic items makes perfect sense to me.
Blessing of the Forge
This is a solid utility ability at low levels. Granting a +1 bonus to a weapon or armor is huge. Yuge! It however will fade in importance once the party begins acquiring their own magic items.
“Sorry my dude, I don’t need your +1. I got my Vorpal bastard sword now.”
I would propose the following to keep it relevant as the party accumulates their own powerful magic items:
Increase the number of items the Forge Cleric can modify as they level. Say 2 items at 8th level and 3 at 17th level but only once per mundane item. In addition: the Forge Cleric has the option of adding a +1 bonus to a mundane item OR another ability such as Flaming. If the Cleric adds an ability to a mundane weapon then it would count as magical for overcoming resistances but you would not benefit from the +1 to hit.
You have a +2 longsword? Let me see that for a second lad…
Taking this even further, I’d consider allowing the Forge Cleric to manipulate the abilities on an exiting magic items. Take that +2 longsword let the cleric play with it a bit and he hands back a +1 flaming longsword. Again once per item and this would only last until the next long rest. You could even make manipulating items this way cost two uses of the Blessing of the Forge.
This would make a Forge Cleric very (almost too powerfully) utilitarian as they could tailor the party items for known encounters. Now there are of course ways around that or that the DM could limit that but I’ll leave it out there and you just think about it for a minute.
The other abilities (Artisan’s Blessing, Soul of the Forge, Divine Strike and Saint of Forge and Flame) I think all fit the mold pretty well and are balanced appropriately for how they are spaced. It feels like appropriate progression.
OK that’s not the art from XGtE but what was up with that guy anyway? What’s with the wineglass? Creepy.
I will say I like the flavor text of Grave Clerics as the Guardians of Death. Destroying undead and those who would create them. Don’t immediately see how one would play that in an evil fashion but I’m not going to try too hard.
Circle of Mortaility – Max heals on a 0 hp creature is nice. And when you don’t want to spend a spell slot the 30′ range Spare the Dying as a bonus action is a solid backup. Seriously a nice but not overwhelming set of abilities granted here. No one should fear death with a Grave Cleric in the group.
Eyes of the Grave – Sounds like a fun ability. I would love to surprise my characters by having them use this ability in a social encounter and discovering their host or maybe even their employer is undead!
Channel Divinity: Path to the Grave – This is a solid feature. Creating a vulnerability on a creature is a nice debuff to be able to pull out and will help overcome resistant creatures and those with high hp. Wording is a bit muddled. States the curse ends on the end of your next turn and also states the curse ends after the next successful attack from you or an ally. So you have a turn to use it or you lose it? Probably but I don’t think it would be overpowered to keep it in effect until used.
Sentinel at Deaths Door – While the ability to cancel a critical hit and any associated effects is cool, it doesn’t quite fit the flavor for me. That doesn’t feel like delaying death. I think it would be more fitting to mimic a barbarians Relentless Rage. This keeps the PC up when they shouldn’t be. You could also have the PC that was sustained make a Con Save or gain a level of Exhaustion. A little good, a little bad. The price to pay for cheating a little.
Potent Spellcasting – Nothing exciting here. Damage boost to Cantrips is nice but what does it have to do with being a Cleric of the Grave?
Keeper of Souls – This is a very good visual but I’m not sure how useful it will be at 17th level. Lots of Hit Dice when an enemy drops to be sure but it is what a massive heal to someone at the end of a big fight? I guess I’ll need to see it in action to really understand it. But yes I like the flavor it provides. I kind of picture whoever receives the healing from the departed soul might take on a few of their mannerisms for a time.
Looking at these two I would definitely play a Forge Cleric, especially with the modifications I suggest. Grave Clerics have some very nice abilities but don’t feel as polished as the Forge domain.
The Temples and Keepsakes are good ideas and they threw a bunch of those kind of random character backstory tables in for each of the classes so that’s not unexpected. I really like the Secrets though. I particularly enjoy the concept of a person of faith that struggles with that faith. Being the walking and breathing proof of Divine Beings would put you at the center of a lot of attention, wanted and unwanted.
How would a cleric deal with that? A living example of proof of the Gods is still a normal person and is as fallible as any other normal person on the planet. Fun thoughts.
What did you think of the Cleric domains? Have you played as either of them yet? I’d be happy to hear your thoughts on my takes. Let’s have a discussion.