this post was submitted on 13 Apr 2025
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[–] Adrius@ttrpg.network 1 points 4 minutes ago

They'd need to be able to boost our morale with the litanies of hate. I did play in the Deathwatch RPG though which has a Chaplain class.

[–] Ziggurat@jlai.lu 3 points 1 day ago* (last edited 1 day ago) (1 children)

This is why IMO class do not work well in rpg, in a more classic system, you could quickly create an archetype using

-Basic soldier skill

-Psychology, negotiations #

-Basic religious scholar skills (History, ancient languages, occultism)

At least that's the kind of skills I would take if playing a chaplain

I feel like I should have provided context, but I more wanted vibes. I'm making a rpg with 5 classes, but by "class" I mean "a list of feats to pick and choose from". Other than that, it's skill based. 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.
[–] jjjalljs@ttrpg.network 3 points 1 day ago

Probably a support character. I'd expect they are good at emotional and physical first aid, morale boosts, and diplomacy.

They probably aren't good at physically fighting, but they'd be good at stopping fights non-violently.

[–] southsamurai@sh.itjust.works 3 points 1 day ago

Hmmm

With the term chaplain, I'm going to expect some kind of blessings, minor heals, and defensive buffs, in a magic setting

If it's non or low magic, I'd want to see morale focused abilities, maybe low grade calming ability via sermons, the skills to read body language and facial expressions, that kind of thing.

If they're also a combatant, then I'd think of them as a paladin without smiting abilities. A support class that's more back line. They might jump on a grenade to save their fellow soldiers, but they wouldn't pick up their rifle and avenge them as a general rule.