this post was submitted on 13 Apr 2025
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[–] [email protected] 2 points 23 hours ago

Conflict resolution

[–] [email protected] 2 points 1 day ago

Chaplains are on the front lines with the troops so they should be able to hold their own in a melee

To balance and contrast against priest, let Chaplains healing be HoT or temp hitpoints

Non-magical healing abilities to reflect field triage and supplement their technically low healing capacity

Inspiration buffs as they read from their holy writ

Remove fear effects, and maybe a super rare Battlefield Divine Intervention

[–] [email protected] 3 points 1 day ago (1 children)

Is the Chaplain distinct from other classes like priest, cleric, or paladin? If so, I would think the Chaplain is more of a ranger with a holy flair. However, if it's in a setting where it's the only holy class I would say they should have healing magic, faith based spells, and high charisma. The first thing that came to mind, however, was like a WWII military chaplain and I thought that would be pretty cool, basically a D&D style cleric but in WWII era tech, acting as a field medic, religious guide, and clairvoyant all in one.

[–] [email protected] 1 points 1 day ago* (last edited 1 day ago)

I feel like I should have provided context, but I more wanted vibes. I'm making a rpg with 5 classes, and I am dead set on the only spellcasting class being the Wizard. So, the clericish class has to have some other role. Settled on something closer to a Bard as the main thing, where you can make an Inspiration pool of d6s that your party can scoop up dice from to add to their attack rolls and skill checks. Most of the obvious stuff that would normally belong to clerics, druids, warlocks, and paladins is all bolted to the sides and corners of the alignment chart. I'm looking for how to flesh out the meat of the class, the core stuff that everyone gets.

If you're curious, these are the 5 classes:

  • Fighter: A mix of Fighter, Barbarian, and historically accurate knight stuff
  • Apostle: Depending on your alignment and choices, either a Cleric, a Druid, a Paladin, a Warlock, or some mix of all four
  • Ranger: In addition to normal ranger stuff, this is also the Spy class.
  • Xia: Cultivation genre stuff like shattering bones with your guitar, riding your flying sentient sword, and summoning demonic spirits to fight your enemies. Also, punching real good.
  • Wizard: You have a big ass spellbook which you copy spell scrolls from, and if you do really well you can start forging magic artifacts in your wizard tower.
[–] [email protected] 6 points 1 day ago* (last edited 1 day ago)

At a minimum I'd expect:

  • real beard
  • fake beard
  • glass eye
  • large feet
  • outrageous Irish accent
  • full range of card-sharp skills
  • knife-fighting
  • chair-fighting
  • chair-throwing
  • caving, pot-holing, and spelunking
  • seduction
  • animal familiar
  • phat skate-boarding or BMX skillz.
[–] [email protected] 4 points 1 day ago

HOLY CROSS and then you throw that shit

[–] [email protected] 14 points 2 days ago

In a fantasy world with magic? Generic "holy" magic; healing spells, cure disease, turn undead, etc. Wouldn't be really much different from a Cleric in D&D.

If realistic, like KCD2, they'd be charisma focused with a bonus to intimidation checks if they invoke the wrath of God to scare someone into doing what they want.

[–] [email protected] 11 points 2 days ago (1 children)
[–] [email protected] 6 points 2 days ago

Prat falls, cane twirling, roller skating.

[–] [email protected] 4 points 1 day ago
[–] [email protected] 7 points 2 days ago

Inspire allies to perform better or push their limits, bolster them against mental damage and heal mental damage they've sustained, raise the morale of a group (especially if that group shares my religion). Bonuses to public speaking, negotiation, religious knowledge, etc.

If I belong to a more fire-and-brimstone type religion, perhaps I can intimidate sinners, make my allies more effective against heretics, etc.

[–] [email protected] 8 points 2 days ago

A notable intrinsic dodge bonus.

Decent but not great healing, blessing, persuasion, rally, calm, etc.

More or less neitral disposition with virtually everyone, save only the most extreme pro- or anti-religious.

Surprisingly good hand-to-hand combat, but only under duress and/or drunk.

[–] [email protected] 2 points 1 day ago

Magical acrobatics.

Spells that use deception to get enemies to disengage in combat.

Protection against area of effect attacks.

[–] [email protected] 7 points 2 days ago (2 children)

The ability to turn water into whiskey.

[–] [email protected] 5 points 2 days ago

He's Scottish for sure

[–] [email protected] 5 points 2 days ago

Persuasion Pickpocketing Buggery

[–] [email protected] 5 points 2 days ago (2 children)
  • Speech
  • Restoration
  • Enchanting
  • Alchemy
  • Conjuration
  • Alteration
  • Block
  • Lockpicking (don't ask)
[–] [email protected] 3 points 2 days ago
[–] [email protected] 4 points 2 days ago (1 children)
[–] [email protected] 2 points 2 days ago

Alteration. You know, Ironflesh, magelight...

[–] [email protected] 3 points 2 days ago

Combination cleric and bard.

[–] [email protected] 3 points 2 days ago
[–] [email protected] 2 points 1 day ago (1 children)
[–] [email protected] 1 points 1 day ago

And toothbrush mustache, too?