Animist Cleric Concentrate Spellshape Sorcerer Witch Wizard Prerequisite: You have a summoned undead creature
You will assume direct control. As an action, you can enter a trance. You assume direct control of a summoned undead you have created or summoned. The creature gains three actions, but you lose all your actions. You can only perform actions the creature could normally do losing all your normal spell casting abilities. You perceive the world through the undead. You continue to control the undead until you spend an action to end the trance or the undead moves more than 300 feet from your body.
TL; DR- A solid fit for adding more rules to DCC RPG. 98%
Basics- What can you do? Let’s bring skills to DCC RPG. This book gives a simple skill system to DCC RPG. You start with one and gain at first level and every odd level after. When you use a skill you are trained in you roll a d20 and add your ability modifier. If you use a skill you don’t know you roll a d10. It’s a DC 10 to succeed.
Mechanics or Crunch- How much do you like 3.5? That’s how much you will like this system. I think there are a bit too many skills compared to how many you get. It’s VERY related to the number of skills for 3.5 DnD. That’s not bad, but your character won’t have many compared to the total number. That’s annoying, but VERY on brand for DCC RPG where min-maxing is for nerds. 5/5
Theme or Fluff- The rules to explain how to use skills are less than a page. The explanation of what each skill is several pages. This is on brand for DCC. Again, this system LOVES crazy/gonzo and dosn’t want people to min/max characters. It fits. 5/5
Execution- I like what’s here, but I might need an example or two. The idea of rolling a d20 vs a d10 is explained decently, but show that. There is some tell, but not much show in how to use the rules. The explanation of the skills works. I’d just like more examples. 4.5/5
Summary- This is a fun product, but I want more examples. Share with me how to use skills mechanically. The absolute mechanics of them fit, but demonstrate the use a bit more to help me apply. Then again, DCC isn’t a game of rules. It’s “vibes”. If you like that and want skills, then this is awesome! 98%
Things die, and you help that along for your own gain. Once per turn when you deal damage on a turn to a creature, your vitality pool gains hit points equal to half your level.
Uncommon Concentrate Focus Mystic Vitality Void Range touch; Targets 1 living creature and one ally in touch range Defense basic Fortitude
Your touch pulls life and vigor in equal measure. You deal 6d6 void damage to the living target. You heal the chosen ally hit Points from your vitality pool equal to half the void damage the target takes (after applying resistances and the like).
Practice makes poison! You’ve learned how to get the poison to the right place. When you attempt to deliver an elixir via an attack roll, you gain a +1 status bonus to that attack.
Animist Bard Champion Cleric Druid Magus Oracle Ranger Sorcerer Summoner Thaumaturge Witch Wizard Frequency: once per day Trigger You are the target of the attack
Protect Me! When you are the target of an attack, you can choose to cast a spell with the summoning descriptor that is at least 2 ranks lower than the highest-rank spell slot you have. You stride once and summon the creature into the space you vacated. That creature is now the target of the attack.
You’ve learned how to poison so well, anything is a poison to you. When you create an alchemical item using your advanced alchemy ability, you can choose these to also become an elixir as well. If you do, when a target is affected by one of these items, the effect occurs again at the start of each of its turns. This effect does not include splash damage. the effect ends on a flat DC 13 check.