Saturday, October 29, 2016

Free Homebrew for DCC

This is going to be quick and messy, nothing fancy.


Paladin

Paladin is a Fighter who obeys approval like a Cleric. The approval does not effect spells as Paladins cannot cast, but instead effects the Deed Die.

Similarly, the Paladin can use his Deed Die on others if he so chooses, but the approval (and possible Patron Taint) effect their roll.



Tiefling

HP: 1d6 per level

Armor: Can wear all armor as Thief as long as the armor is not enchanted by someone of the opposite alignment

Weapon Training: Dagger, Javelin, Lance, Longbow, Longsword, Shortsword, Short Bow, garrote, staff, spear, scythe, katana

Alignment: Due to their nature, many people are biased against Tieflings. They tend to be indifferent (Neutral) or have no qualms against rebelling (Chaotic)

Stealth: Tieflings get a bonus to stealth (as you'll see in the table) as they have an affinity for darkness.

Infravision: Tieflings have nigh perfect vision in the dark. They can see up to 60' in darkness, but cannot see color.

Immunities: All nonmagical fire damage is null against a Tiefling. Magical fire damage is halved

Vulnerabilities: Anything enchanted by someone of the opposite alignment hurts Tieflings the same way iron hurts elves.

Heightened senses: Tieflings get a +4 to detect the presence of traps and secret doors. Simply passing within 10' of a mundane trap entitles a Tiefling to a check to spot it. While in utter darkness, the Tiefling's fumble die goes down by 1 in the dice chain

Languages: Roll using Elf language table, but swap Elvish and Demonic languages (You start off speaking Common and Demonic, if you roll Demonic on the table you speak Elvish instead.) Similarly, replace Celestial with Spider so if you roll Celestial you speak Spider instead.

Ingenuity: Tieflings can attempt to improvise traps and weapons, the complexity of which is determined by level (see chart below)

Lv 0) Basic shanks (treat as Daggers)
Lv 1) Basic weapons such as claws, climbing hooks, and caltrops
Lv 3) Complex weapons such as Assasin's Creed-esque hidden knives
Lv 5) Basic projectile weapons such as ballistic knives
Lv 7) Minor explosives (smoke bombs, IEDs, etc)
Lv 10) Poisons

Tiefling Table:

Lv 1) Attack +1; Crit Die/Table 1d8/II, Ref +1, Fort +1, Will +1, Sneak & Hide +3
Lv 2) +1, 1d10/II, Ref +1, Fort +1, Will +1, Sneak & Hide +5
Lv 3) +2, 1d12/II, Ref +2, Fort +1, Will +1, Sneak & Hide +7
Lv 4) +2, 1d14/II, Ref +2, Fort +1, Will +2, Sneak & Hide +8
Lv 5) +3, 1d16/II, Ref +3, Fort +1, Will +2, Sneak & Hide +9
Lv 6) +4, 1d20/II, Ref +4, Fort +2, Will +2, Sneak & Hide +11
Lv 7) +5, 1d24/II, Ref +4, Fort +2, Will +3, Sneak & Hide +12
Lv 8) +5, 1d30/II, Ref +5, Fort +2, Will +3, Sneak & Hide +13
Lv 9) +6, 1d30+2/II, Ref +5, Fort +3, Will +3, Sneak & Hide +14
Lv 10) +7, 1d30+4/II, Ref +6, Fort +3, Will +4, Sneak & Hide +15