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Druid or Shaman

Posted: Wed Jun 11, 2014 5:26 am
by MrHemlocks
Anyone have a working Druid or Shaman class for DCC? These two classes are great and different enough to both work as a character classes in any group's adventure.

Re: Druid or Shaman

Posted: Wed Jun 11, 2014 5:40 am
by Stretch
I'm not so sure that they really need to be codified as a class. A cleric worshipping a nature god or a tribal god could probably provide everything you would need as a class. Just work up your spells that the god gives. Maybe allow a few bonuses to skills that the God would grant in addition to spells and there is your class.

Re: Druid or Shaman

Posted: Wed Jun 11, 2014 12:03 pm
by Zenitii
I agree with the druid as a cleric statement. Indeed it is even suggested somewhere in the DCC rulebook. Adjusting some spells should be sufficient.

Re: Druid or Shaman

Posted: Thu Jun 12, 2014 4:53 am
by Ravenheart87
Quick and dirty druid: take the cleric, add Animal Summoning to the spell list, remove whatever you don't like, change Turn Unholy's name to Influence Animals. I customize every cleric a bit for my campaign.

Re: Druid or Shaman

Posted: Thu Jun 12, 2014 7:28 am
by GnomeBoy
Ravenheart87 wrote:Quick and dirty druid: take the cleric, add Animal Summoning to the spell list, remove whatever you don't like, change Turn Unholy's name to Influence Animals. I customize every cleric a bit for my campaign.
And add Find Familiar.

Re: Druid or Shaman

Posted: Thu Jun 19, 2014 7:05 pm
by oncelor
In January we introduced a druid into our campaign. We've been playing him like a cleric but have customized several spells. I've enclosed our version of "heat metal" below. (We've got a 1st level "Control Elements" spell, but I can't seem to find the text of that at the moment.) We're currently working on a "Control Animal" spell for next week's session.


Heat Metal (Druid)

Level: 2
Range: 30' or more
Duration: Variable
Casting Time: 1 action
Save: Will vs. spell check DC
General: Metal object/equipment of one or more creatures becomes hot. Any damage dealt underwater is halved. Any armor or weapon affected deals full damage to the target (though the target may elect to drop a weapon to avoid damage). Other items affected, such as rings or amulets, deal only 1-2 points of damage to the targets. The spell affects all items on a creature but only the maximum type of damage obtains. Targets may shed their armor to avoid damage: this requires 4 rounds for medium armor, 10 rounds for heavy armor; this time may be halved if the target has at least one assistant.
Manifestation: The metal objects glow with a crimson aura.

1-13: Failure
14-15: One target within 30' for 3 rounds takes 1d6 per round.
16-19: Two targets within 30' for 3 rounds take 1d6 per round.
20-21: Four targets within 30' for 3 rounds take 1d6 per round.
22-25: Six targets within 30' for 5 rounds take 1d6 per round.
26-29: Eight targets within 30' for 7 rounds take 1d6 per round.
30-31: Ten targets within 60' for 7 rounds take 1d8 per round.
32-33: Twenty targets within 60' for 7 rounds take 1d10 per round. Non-magical items are rendered unusably damaged at the end of the spell's duration.
34+: One hundred targets within 100' for 1 day take 1d6 per round. Alternately, one target within 100' takes 10d6 immediately and the affected item is rendered unusably damaged. (10d2 damage if item affected is non-armor or weapon.)