DCC/Classes

This page provides only an overview and a summary. Consult the Dungeon Crawl Classics rulebook (8th Edition) for details and tables.

Cultist
The Elf class is renamed Cultist.

''You are a debauched noble dabbling in the dark powers of the occult, a vile temptress poisoning the ears of magistrates and kings, a depraved lotus-eater drawing strength and dark wisdoms form rare and mystical opiates, or an enigmatic mystic eliciting powers from the primal elements of nature. Members of the Cultist class gain their power and heightened senses through either communion with otherworldly beings, binding themselves to powerful artifacts, dependence on rare and mystical herbs, or from the very forces of nature itself.''

Only 1 in 6 people considering this class actually make contact with a being that considers you worthy of their gifts. Before or upon reaching level 1, whenever you first truly consider the life of a Cultist, you spend one hour calling out. Roll a d6. The result is immediately known by the character: If you roll 1-5, your call was unanswered - you have to choose between other classes and becoming a NPC cultist (without most of the class' powers). Effectively, that character can never become a PC Cultist. If you roll a 6 however, some... thing answered your call and you may choose the class when you reach level 1 (but do not have to).


 * Cultists do not have Elf Immunities
 * Cultists all have weird taboos or vulnerabilities. Randomly generate yours by rolling d8: 1. Aversion to Sunlight, 2. Wracked with Pain 3. Debilitating Drug Addiction 4. Unfettered Hedonist 5. Repulsive Diet 6. Doomed to never age 7. Twisted or Unnatural Limb 8. Repelled by Iron (just like the default DCC rule).
 * Cultists are trained in these weapons: blowgun, crossbow, club, dagger, dart, handaxe, shortbow, short sword, and staff. All cultists carry a ceremonial or sacrificial dagger.
 * Chaotic Cultists use Personality instead of Intelligence for spellcasting. Neutral Cultists keep using Intelligence. (Note: Mercurial Magic remains modified by Intelligence for all Cultists)
 * Chaotic Cultists have Infravision; Neutral Cultists do not.
 * Mithril items do not exist, and Cultists aren't given any items for free.
 * Cultists must Sacrifice to regain spellburn.

Magus, Witch
The Wizard class is renamed. Male characters belong to the Magus class. Female characters belong to the Witch class. There is great rivalry and much distrust between the two.

The class itself remains unchanged but male and female spellcasters are taught very different traditions: Magi uses theory and formulas and writes their spells in books or sigils, while Witches use divination and alchemy and writes their spells as chants and tattoos.

When generating Mercurial effects of spells known, Judges are encouraged to allow players to re-roll entries that poorly match their character's disposition. As with any Mercurial Magic re-roll, the re-roll is made unmodified and is final.

Raider
The Halfling class is renamed Raider.

''You are a treasure hunter seeking fortune and fame, a violent raider descending upon unprotected towns in a flood of fire and blood, a professional privateer sent to wreak havoc against rival interests, or a gaudy freebooter adorned in silk and steel treading decks piled high with bloodstained plunder. These wolves of the seas, deserts and rivers of the land live wild and free, untamed by the laws of civilization, and are governed as much by luck as the mighty freedom of the oceans.''


 * Raiders are normal size, move at normal Speed, do not have Infravision, is trained with different weapons, and can choose any Alignment.

Shaman
The Cleric class is renamed Shaman.


 * To avoid having to minmax choice of weaponry: Shamans may declare their god's favored weapon is holy. Holy weapons use a d8 damage die if normally lower. This allows the character to keep using a familiar weapon without worrying it makes such a bad choice mechanically.

Deities and Demons
There are no lawful gods - at least none that grant access to magic... Neutral gods are distant and uncaring - the DC for divine aid is increased by +5. Chaotic beings are the most actively helpful - but also the most interested in your corruption!

The adventure introduces a specific deity, so you might want to hold off choosing your God until you reach level 1.

Disapproval
The rule where disapproval range is reset each day depends on you continuously make sacrifice in the form of time-consuming chants or prayers, personal hardship (solitude, abstinence, flagellation, or similar).

Spells
The rulebook leaves spell selection up to the player and the Judge, as long as it results in four spells known. My suggestion is this: Shamans have one spell selected by the Player, one selected by the Judge, one fixed (determined randomly), and one fluctuating (determined randomly or as the story dictates). The fluctuating spell may be switched out daily, but only changes when there is a reason for it; the player does not need to change it constantly.

The first spell of each level is chosen by the Player. Then, the second spell is chosen by the Judge. A third spell is determined randomly. Then the fourth spell of each day is "daily". For any additional spells (such as a Level 2 Shaman having five level 1 spells), roll a d6: 1) Player's Choice, 2) Judge's Choice, 3) "Daily", 4-6) Randomized.

Turn Unholy
The impact of alignment on the Shaman's Turn Unholy ability is lessened.

Undead and demons are always unholy! Then choose one out of: 1. devils, 2. legendary beasts (basilisk, hippogriff...), 3. mundane beasts (hyenas, tigers, great apes), 4. perversions of nature (slimes, otyughs), or 5. primitive humanoids (apemen, goblins, etc).

Regular humans can never be unholy.

Spells and Alignment
There is no "evil" or "good" creatures in this campaign. Consider spells like Detect Evil and Protection from Evil to function as Detect Unholy and Protection from Unholy.

Soldier
The Dwarf class is renamed Soldier.

''You are a professional soldier tasked with repelling waves of red-handed barbarians that reave upon your borders, a hawk-eyed caravan guard standing vigilant amidst a sea of dust and death, a trained gladiator dealing death beneath the roar of the crowd, or a grim-faced mercenary paid in stained coins to slay under foreign banners. These professional fighting men, trained in war and death, are driven by a need for adventure and wealth as much as by bloodlust itself.''


 * Soldiers move at normal Speed
 * Soldiers do not have Infravision or any special Underground skills
 * Soldiers can choose any Alignment

Only males are eligible for soldier training. Females can still be Soldiers; they will just have pretended to be male, in the style of Mulan - Warrior Princess, during their training and maybe still are?

Thief
The Thief class remains unchanged.

Warrior
The Warrior class remains mostly unchanged.


 * Warriors may add their Stamina modifier (if positive) to AC if wearing light/no clothing.
 * Warriors may declare they are experts with their random occupation start weapon. Expert weapons use a d8 damage die if normally lower. This allows the character to keep using a familiar weapon without worrying it makes such a bad choice mechanically.