Concentrate Mystic Trigger: creature within 30 of you casts a spell Frequency: Twice per day
Life protects via negation. You use the ability of counterspell. You do not have to have the spell prepared, but you must spend hit points from your vitality pool equal to twice the spells level and must attempt all checks associated with the feat. You lose the hit points regardless of success.
Concentrate Mystic Trigger: An ally in your vitality network makes an attack roll, Perception check, saving throw, or skill check
You push life essence into an ally to help them when they need it most.. As a reaction, you spend hit points from your vitality network equal to 1/2 the targets level, rounded down, minimum 1, and give the target a +2 status bonus to an attack roll, Perception check, saving throw, or skill check. This acts as the guidance spell and the target is immune to this effect for an hour as well
You’ve gotten used to dealing with wizards and clerics. When you deal damage to a character, if they attempt to cast a spell in the next round, they must succeed on a flat DC 11 check. If they fail and the spell is wasted.
Concentrate Mystic Trigger: An ally in your vitality network is subject to an attack
You pull life essence into the real world to protect those you care for. As a reaction, you spend hit points from your vitality network equal to 1/2 the targets level, rounded down, minimum 1, and give the target a +2 circumstance bonus to AC. This shield functions as the shield spell, but does not function past this one attack the target is subject too.
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%