Eternalist Class
Hey all so it's time for January's Class Preview! This is our series of blogs where we discuss our Classes and their design intentions. With each blog the Class' updated Playbook is going to be released so the Eternalist, our take on the Cleric, has received updates!
Eternals
So before we cover what an Eternalist is we should quickly cover Eternals. An Eternal is any entity which draws power from the faith of others. These entities may have existed as another kind of entity, and through fate found themselves being worshiped by others, over time this faith grants them more and more power, and they can dispense this power through direct intervention such as miracles, or through bestowing some of their power onto their followers.
So every deity is an Eternal, but not every Eternal is a deity, and faith in an idea, concept, or philosophy over time may manifest through the faith of mortals into a minor sentient spirit embodying that aspect which would be the Eternal that bestows their power.
Eternalist
Eternalists are those that with sufficient faith in their Eternal alongside sufficient favour to be granted a near constant level of power from their Eternal.
Core Aspects: These are nearly identical to the Cleric.
Unique Aspects: All Classes gain a unique Inspired action and Mark of Fate effect. For the Eternalists this allows you to spend a Mark of Fate to heal an ally. While your Inspired action, lets you perform any Channel Faith action even one yo do not kow, without expending a us of the.
Eternalist's Nature
At Level 1 you define the nature of your Eternal, what are they, what are their Primary and Secondary Domains, what are their Chosen and Nemesis Entity Types, and what are their Channel Faith action, This is an important Feature as many of your Features will refer to your Eternal. For established settings there may be a premade list of Eternal Profiles to choose, but for custom settings or just if a Character wishes to have a Minor Eternal maybe worships by a small community, this gives the chance for an Eternalist to shape a small aspect of the world.
Eternal's Domain
With this Feature you choose from one of the Domain's listed in your Eternal's profile. This covers an aspect of your Eternal you draw upon to aid you and extol. This Feature is first gained at level 1 with further unlocks at levels 6, 10, and 14. As covered in the Arcanist Class preview, one difference to note from level 6 onwards is you can choose to either progress through a subclass's 4 tiers or to pick up the first tier of a different subclass.
Path of Faith
When you gain this Feature choose a path that best reflects how you interact with your faith. There is Path of Battle, you gain the Martial Class Tag and Training in Martial Weapons and Heavy Armour, Path of Healing lets you share your healing powers, Path of Hearing, grants you access to the Rite of Hearing and lets your Eternal speak through you, Path of Knowledge lets you learn some new Skills and gain a Mastery as well as letting you use Intuition instead of Knowledge for certain Skills, Path of Magic lets you Prepare more spells, and Path of Ritual lets you learn a 1st Order Rite.
Spellcasting
This works like the Cleric does.
Channel Faith
Now at 2nd Level, this Feature works similarly to the Cleric. But plays with aspects of your Eternal such as their Chosen and Nemesis Entity Types and associated Damage Types. This Feature lets you learn one Channel Faith action from those in your Eternals profile alongside Aid Chosen and Turn Nemesis actions.
Expanded Connection
This Level 3 Feature, once more calls upon your Eternal's profile. Bestowing different effects based on if your Eternal is a singular deity, a deity from a pantheon, or a Philosophy or Concept. A common effect is giving your the First Tier in a second Eternal Domain based on the kind of Eternali you follow.
Feats
This Feature is first gained at level 4 with further unlocks at levels 8, 12, 16, and 19. Importantly each time you would gain this Feature you can increase one Trait's value by 1 AND gain a Feat. We would advise looking at the Spellcasting Feats such as the Rescuer's Summon or Ritual Scholar Feats.
Rested Restoration
This Feature at Level 5 lets you convert a Channel Faith action into a Spell Slot.
Superior Channel
This Feature enhances all of your Channel Faith actions to be more powerful.
Eternal's Strike
From 7th level, this allows you to once per turn when dealing damage deal an extra 1d8 Radiant damage.
At Higher Levels
From here on many Features grant you improvements to your chosen Paths of Faith and lets you pick additional ones, lets you call upon Divine Intervention, and gain more power from what kind of Eternal you follow.
Eternal Domains
There are a number of Eternal Domains that a Eternalist can gain access to, de to the number of them we will not be doing descriptions but if you want to know more am happy to answer questions in. The Eternal Domains are:
- Bond Domain
- Crafting Domain
- Death Domain
- Destruction Domain
- Fate Domain
- Hearth Domain
- Hunt Domain
- Knowledge Domain
- Law Domain
- Legends Domain
- Life Domain
- Magic Domain
- Moon Domain
- Plague Domain
- Prosperity Domain
- Sea Domain
- Storm Domain
- Space Domain
- Sun Domain
- Time Domain
- Travel Domain
- Trickery Domain
- War Domain
- Wild Domain
- Winter Domain
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So that is the Eternalist I hope people find this Class interesting and feel free to ask questions or give feedback! The draft document has been updated to reflect the above. Hopefully it gives you a sign of where we are taking this game!
Files
Get 20-Sided Adventures Core Rules Draft Document
20-Sided Adventures Core Rules Draft Document
Status | In development |
Category | Physical game |
Author | KCMedia |
Tags | Tabletop role-playing game |
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