The Occultist is now ACTUALLY playable.
I will be making more talismans, but I believe there is currently enough of them to play the class from level 1-20.
Edit: A couple of notes about the occultist:
- It's
kind ofthematically incoherent has I had one idea when I started (low-key insanity/"I've seen worse") but then scrapped that for something else (warding of evil stuff). This process left mechanical remnants that were re-flavoured, but still somewhat feel out of place (namely Shielded Mind and Iron Mind but also Dark Secrets to a lesser extent) - I don't really want to replace these though, as I've had writer's block with these class features, so I'd rather just leave them alone for now.- Talismans that allow you to cast spells that are already on the occultist spell list may seem somewhat redundant, but they can be used by any creature, so if it's a concentration spell, you can give the talisman to an ally so they can cast it, allowing you to cast another concentration spell yourself.
- There are in fact enough talismans to get you from level 1-20, although you wont have many opportunities for choice. I am currently planning on making more, although if I actually get round to doing so is another question entirely.
- The class is designed to primarily be support, although it certainly does have fairly consistent ranged spell damage options, although neither of the subclasses I created actually reflect this all that well. Daemonology focuses on summoning, although I guess that is supporty but the Far Realms is actually offensive in nature (specialising in psychic damage).