Monday, October 30, 2023

Class Showcase: Cleric & Occultist (2023)

Given that it's nearly Halloween, it seemed like Occultist was an obvious choice for today's post. And since D&D's cleric class famously was based off of the vampire-hunter Van Helsing, that seemed like another solid candidate.


Like many classes, the Cleric breaks down into essentially a melee subclass (Battle Priest) and a ranged subclass (Invoker). In the 4e paradigm where [role + power source = class], it makes sense to split Invoker off from Cleric; in a paradigm closer to 5e, Invoker just seems like a specialized cleric, with particular spells picked. I chose to give the Cleric class a d10, so that the Invoker could have a few extra reserves to burn for powering their abilities (rather than putting debuffs on themself to power them, as in 4e) -- this is also why the Invoker is one of the first real instances where the newly-defined debilities make an appearance, within a class' features.

Beyond that, I felt like a "healing word"-esque spell and a buff like Bless sort of neatly encapsulates the basic Cleric's toolkit in 5e -- barring specific flavours from domains beyond the obvious divine-ish types.


The Occultist was a class I actually took a long time to settle on a name for. I eventually picked this one after it came up as a class in Darkest Dungeon. In earlier iterations, I had the Animate Dead ability as exclusive to the Necromancer, and the Eldritch Blast ability as exclusive to the Warlock. In the previous iteration, I decided to make both of these abilities available to all Occultists (mainly because they both required a standard action to use) and treated Necromancer and Warlock more as 'roles' rather than distinct subclasses. This lastest version kind of splits the difference; the two aforementioned abilities remain universal, but the curses remain specific to each subclass. The Banishment ability was changed to a controller ability from a Necromancer ability, the Hellish Rebuke ability was changed from a Warlock ability to a striker ability, and Vampiric Touch was added as a support ability.


Generally the ethos in TNP has been to try (as much as possible) to fit the abilities of each class into 3 features, which are sometimes bundles of smaller features -- almost akin to how feats work in 5th Edition D&D. There is some bending of this rule; a class might have one feature and each subclass might have 3 of their own features, in addition to that (such as the Cleric... sort of.) The Occultist essentially has 4 features (one of which has 2 different subsets, depending on subclass) and 3 possible role features, on top of that. In the earliest versions of TNP, the idea was that ALL classes should be able to fit onto one sheet of paper; now, it's usually 3, but some of the simpler classes make in at 2 (with the 1st page essentially being the key, basic statistics for each class loadout.) Hopefully this allows the game to overall strike the right balance between complexity as well as range of character options.


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Check back for the next post on November 10th!

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