
I wrote a new class for Dungeon World, The Occultist . I'm looking for a GM (preferably one experienced with DW) who would be willing to help me make adjustments to the playbook as I use it in the campaign. The Occultist is something of a cross between a bard, a wizard, and a cleric. For those familiar with the class The Spellslinger , it's quite similar in a few ways. The player collects runes as they level up, allowing them to curse enemies with gradually more powerful debuffs. However, the move which allows The Occultist to hex foes is very risky and has a good chance of turning the player's occult power back on them. In addition to hexes, The Occultist can use a few other unusual abilities derived from occult power, including possession, enhanced senses, and eventually resurrection. Despite the magnitude of these abilities, The Occultist always runs the risk of messing things up big time in the event of failure. With very little in the way of damage-dealing powers, players using this playbook must rely on creative thinking, reliable allies, and a bit of luck. tl;dr: I wrote a wizard-bard hybrid class. Let me play as it in your campaign. We'll nerf/strengthen it as necessary. A rough draft of the character sheet: <a href="https://drive.google.com/file/d/0B9g_vlHDwkD3TFJ3U" rel="nofollow">https://drive.google.com/file/d/0B9g_vlHDwkD3TFJ3U</a>...