What's most interesting about subclasses, to me, is how much or how little they color the overall class.
Rogues, for example. A rogue is fundamentally a rogue first, regardless of subclass. The subclass is kind of how they do rogue, but that's about it.
But with paladins, clerics, and, to a lesser extent, warlocks, subclass is their entire thing. It's how you do what you do, yes, but it's also why you do what you do.
Both the Madness and Civilization domains have clear missions the crunch of the domains re-enforce. For Madness, you're put on god's green Earth to make people go crazy. For Civilization, you have an arguably much nobler purpose: the safeguarding and expansion of society, of mortal-kind as a whole. Both domains define your character's purpose just as much as a background possibly could.
That's enough waxing-game-design from me, though. Let's see the changelog.
WHAT I CHANGED:
- Many tweaks to CD: Bastion, including keeping it from being conjured within 120 feet of other summoned monuments, only being able to perform the permanent monument ritual once per day, and re-adjusting AC and HP to be in-line with what the DMG says stone structures should be.
- Fruits of Civilization has been likewise tweaked, halving the merchant's available money and adding the word "approximately", so not every merchant will have exactly 500gp on the nose. Also made the type of currency ambiguous, so you could run into a gem-mining dwarf deep within a cave, or a fairy that'll deal only in electrum, if your DM wills it so.
- Added a line to Drumbeat of Progress adding a buff to passwall, making its duration permanent if you will it so. Now your walls can have easy doors.
- None at the moment.
WHAT I LEARNED:
- If players can create a wall out of something they can summon, they probably will, even if they have another spell that actually creates a wall.