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====November==== In this month, WoTC introduced a glorious but ultimately short-lived changeover to make UAs come out more than once per month. '''Barbarian Primal Paths:''' First edition of the Ancestral Guardian, Storm Herald and Zealot subclasses. '''Bard Colleges:''' First editions of the College of Glamour and College of Whispers subclasses. '''Divine Domains:''' First editions of the Forge, Grave and Protection subclasses for Clerics. Forge and Grave would go on to become official in Xanathar's Guide to Everything, whilst Protection remains unofficial so far. ''Forge Clerics'' worship smithing creator deities like [[Moradin]], and so they get bonus spells relating to manipulating fire, augmenting gear, and creating stuff, like Heat Metal, Searing Smite, Animate Objects, Magic Weapon, etc. They get bonus proficiency with heavy armor, the ability to turn a non-magical weapon or suit of armor into a +1 version for a day, which is a power they can only use once per day, the ability to create simple items as part of a short rest (no, there's no real mechanical bonus to that), +1 AC in Medium or Heavy Armor, Fire Resistance (which ultimately improves itself to Fire Immunity), a once-per-turn Divine Strike that lets you deal bonus fire damage, and the ability to gain Resistance to non-magical physical damage whilst wearing heavy armor. ''Grave Clerics'' are, as you'd expect, the "non-evil necromancy clerics!" domain; whilst Death is mechanically aimed at gods of the undead, murder and other "death as an evil force to be feared" deities, the Grave Domain is aimed at gods of "death as a natural part of the cycle", like [[Kelemvor]], [[Pharasma]] and [[Wee Jas]]. They get bonus spells relating to "good" necromancy (false life, gentle repose, antilife shell) and "neutral" necromancy (blight, animate dead, bane), the Spare The Dying cantrip for free, the ability to always heal maximum damage with their healing spells, the ability to spend 1 minute to sense all undead within 1 mile once per day, the ability to use Channel Divinity to remove immunity/resistance (if present) or grant vulnerability to the next attack to strike that creature, the ability to negate a critical hit on an ally once per short rest, a Divine Strike that ca deal bonus necrotic damage, and the ability to give themselves or an ally some free healing in response to an enemy's death once per turn. ''Protection Clerics'' worship guardian deities, obviously, and so their powers basically make them more castery [[paladin]]s. They get protective bonus spells, the ability to impose disadvantage on combat rolls by enemies within 5 feet who're attacking someone else, a Channel Divinity that lets you armor an ally with an aura that burns the next guy to strike that ally, gaining healing when you cast a heal-spell on others, a radiant damage Divine Strike, and the ability to gain two damage resistances from the list of Slashing, Piercing, Bludgeoning, Necrotic and Radiant, which you can change every short rest and which you can transfer to someone else with a touch. '''Druid Circles and Wild Shape:''' First editions of the Circles of Dreams, the Shepherd and Twilight, plus alternate rules for governing druid wildshaping.
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