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Cheap Classes for DCC 

by Ariel Churi   
Paladin 
Design Notes 
Just a nerfed Cleric with some Warrior stuff. Everything as Cleric except what is below. 
 
HD​ 1d10 
 
Attack​ +1 at first level and as Warrior with Mighty Deeds -d1 thereafter 
 
Caster Level​ -1 
 
Higher Standards D ​ isapproval Level begins at 2 
 
Disapproval:​ Deed die -d1 
 
Spells Known​ -1 per level 
 
Lucky Weapon​ as warrior 

Mighty Deed: Smite 

Affects only the unholy. Blade bathed in holy light.  

1: Disapproval 
 
3: +5 magic damage and roll t​ urn unholy​ -4 focused on target.  

4: +8 magic damage and roll t​ urn unholy​ -2 focused on target.  

5: +10 magic damage and unholy of 1HD or less are killed instantly. Roll ​turn unholy​ focused on target.  

6: +12 magic damage and unholy of 1HD or less are killed instantly and explode in holy light that does 1d6 
magic damage to surrounding unholy creatures. Roll ​turn unholy​ +2 focused on target. 

7+: +14 magic damage and unholy of 2HD or less are killed instantly and explode in holy light that does 
1d8 magic damage to surrounding unholy creatures. Roll ​turn unholy​ +4 focused on target.   
Anti-Paladin 
As above but must wear black and… 
 
Death Touch​ DCC Annual Pg 18 ​instead​ of Lay On Hands. 
 
Turn Unholy​ Effects same creatures as a lawful Cleric but makes them your slaves. Use T ​ urn Unholy​ table 
but turned or killed creatures fight for you. Turned creatures for 2d4 rounds and killed creatures for 2d4 
turns. At the end of control, creatures return to their previous activity so you may want to use your 
control to send them away. Causes no damage. Combine with D ​ eath Touch​ for more fun.  
 
Fickle Master​ Natural disapproval level is 3 and use a d5 when rolling on disapproval.   
Barbarian 
Design Notes 
A subclass of Warrior. One thing I love about DCC is that to be a barbarian you just “I am a barbarian” 
and have some barbaric mighty deeds. But this is for the player that just wants to smash stuff. 
 
Berserker mode adds a random element and removes some player control, as it should. Armor is less 
useful as it decreases agility. 
 
HD​ 1d14 
 
AC  
Based on level and subtract ½ armor check rounded up.  
1. +2 
2. +3 
3. +4 
4. +4 
5. +5 
6. +5 
7. +6 
8. +6 
9. +7 
10. +8 
 
Attack​ Berserker Die, same as Deed Die but no mighty deeds. Max roll on Berserker Die means double 
damage and Berserker Mode. Player can choose to roll any die lower on the dice chain (make the fight 
harder to make yourself angrier and more likely to go berserk). Player may burn a point of Intelligence to 
avoid entering Berserker Mode. 
 
Berserker Mode​ Add Level to AC. Beginning next round, gain an additional action die 1d lower than your 
current lowest action die.  
Keep attacking until all enemies are gone and then freak out (see below) for as many rounds as HD of 
enemies dispatched.  
Burn 3 points of Intelligence to break out of Berserker mode early. +3 Fort, +3 Reflex, -3 Will.  
 
Freak Out 
1. Attack closest once at -d1 attack and damage.  
2. Destroy furniture sized object. As above if no object available.  
3. Strip clothes and bathe in the blood of your enemies.  
4. Run around screaming in people’s faces.  
5. Player’s choice or victory cry or dance.  
 
See Red​ Burn Intelligence to Increase attack and damage until you do damage. +1 attack/damage and -1 
AC per point of Intelligence burned at beginning of round.   
Dark Elf 
Design notes 
A subclass of Elf that is Thief/Wizard rather than Warrior/Wizard. Has spells and Thief skills but both 
are a bit nerfed. Most items below are the lesser of the two between Elf and Thief. Can use luck to aid 
magic but cannot really use spellburn (the dark elf’s corrupt body does not help with spells). 
 
Attack​ as Thief 
 
Action Dice​ as Thief 
 
Crit die/table​ as Elf 
 
Spells Known​ as Elf -2 and no automatic Patron Bond/Invoke Patron 
 
Thief Skills​ as Thief -1 except R​ ead From Scroll​ as Elf 
 
Caster Level​ -1 
 
Saving Throws​ as Thief 
 
Luck Die​ 1:1 at first level and then as Thief -d1 thereafter.  
 
Spellburn​ Spellburn damage is permanent. 
 
Corruption​ -d1 (d8) when rolling for corruption or patron taint. Luck burned to change rolls or avoid 
corruption is permanent. 
 
Heal Luck​ as Thief 
 
Thieves’ Cant N ​ o but does know a Dark Elf dialect of Elven that has a DC 15 Int check chance of being 
understood by an Elf. Standard Elven is the most likely third language known and DC 15 to understand if 
not.  
 
Vulnerability​ Prolonged contact with iron causes 4hp damage per day and -1d on all rolls. Damage from 
iron weapons causes an additional 1d3 points of damage.   
The Conan (The Adventurer) 
Design Notes 
Warrior/Thief. Just combined the two and nerfed them both. 
 
HD​ 1d10 
 
Attack​ +1 at first level (no deed) and as Warrior -1d thereafter. 
 
Crit die/Table​ as Dwarf 
 
Threat Range​ as Warrior 
 
Saving Throws​ as Warrior 
 
Thief Skill​ as Thief -1 
 
Luck Die​ No Luck die. Ratio based on Reflex save (2:1 at 4th level). 
 
Heal Luck​ as Thief. 
 
Thieves’ Cant N ​ o   
Ranger 
Design Notes 
A skinny Warrior for those who want to fight from a distance.  
 
As Warrior except: 
 
Attack +​ 1 ranged attacks 
 
HD​ 1d8 
 
Threat range​ +1 for ranged attacks 
 
Crit roll​ +1d for ranged attacks 
 
Precision Shot ​+1 to ​Precision Shot​ and similar Mighty Deeds at Judge’s discretion.  
 
Saves​ as Dwarf 
 
Survival Skills​ If you do not have them from your former profession, you must earn them in the field. 
 
Consider the ranger skilled in nature/survival rolls for a certain biome after 6 months spent in the 
wilderness of that biome.  
 
Advantage to general hunting rolls due to increased ranged attack ability.  
 
Consider the Ranger skilled in hunting/tracking a particular type of quarry after successfully tracking 
that prey twice. 

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