As I see it, the cleric class is a nod to the D&D roots of the DCC game. It's not The Appendix N RPG, it's the Dungeon Crawl Classics RPG. As such, it is based as much on (early) D&D as it is based on Appendix N. The cleric is a long-time central part of D&D, so it's place in DCC RPG is not strange at all. But how to make it special and unique...?
The stuff below is building on the
"Clerics are chosen by their patron deities, not the other way around" idea. Things keep popping into my head along those lines, so I just thought I'd share, and see if it kicks up any interesting ideas from anyone else...
DOMAINS
Domains are broken down into multiple lists (with domains appearing on multiple lists). Domains could be determined semi-randomly, by cleric players choosing a list they like, rolling for two results randomly, and then choosing one additional domain, all from the same list. Player choice comes in by choosing which list to use, and the choice of the third domain, randomness affects the rest of the choice.
Code: Select all
Sample Domain lists:
d7.......List 1.......List 2.......List 3
1........Chaos........Air..........Animal
2........Dream........Earth........Healing
3........Fire.........Law..........Knowledge
4........Madness......Moon.........Plant
5........Planar.......Protection...Shadow
6........Travel.......Strength.....Sun
7........Water........Time.........Weather
d7.......List 4.......List 5.......List 6
1........Cold.........Chaos........Air
2........Death........Dream........Dream
3........Destruction..Luck.........Knowledge
4........Earth........Magic........Law
5........Fire.........Mind.........Mind
6........Time.........Shadow.......Time
7........War..........Trickery.....Travel
Domains determine spell lists for the cleric. Note: the list does not determine the deity. All the results of the character's creation should inspire the development of the deity of the Cleric.
DEITY ALIGNMENT
Determined randomly, or one descriptor chosen randomly after the player choses one of his liking (Where's that d9 when you need it?). This affects the character's healing ability.
SPONTANEOUS SPELLS
3e gives the cleric the ability to throw out spells on the fly and cast a Cure spell of the same level instead -- but Healing is a Special Ability in DCC RPG, rather than a spell. But this could be replaced with...
FAITH SPELLS
These would be spells central to the deity you follow, and these spells would receive a spell check bonus equal to your current level
only for offsetting any casting penalty you may be under. Casting penalties, (I think) represent disfavor of your deity, but casting Faith Spells is core to the deity's plans in the world -- or rather her plans for you as her vassal -- and have a bit more favor in your deity's eyes than other spells. They could be chosen by the player with DM approval of appropriateness, or rolled randomly (again with DM approval). There should be one spell from each of your Domains.
ANATHEMA TURNING
This could be determined randomly. I don't know if monsters in DCC RPG have types as in 3e, but the list could simply use descriptors, like winged, slimy, hoofed, giant, undead, scaly, etc, and Clerics can attempt to turn anything that has the descriptor they determined at character creation.
As an alternative ability, instead of turning creatures of that descriptor, Clerics could possibly befriend creatures of that descriptor. This would be somewhat like the druid's animal companion concept, and I'll leave it as an exercise to the reader to work out how to handle this mechanically in a simple way (because I have no idea at the moment).
FAVORED WEAPON
Rolled randomly. This essentially makes it a boon from the deity, rather than all clerics of that deity all wielding the same arms. If a cleric ever finds themselves weaponless, the DM should be encouraged to place their favored weapon somewhere logical nearby that the cleric can find -- a little 'gift' from the deity.
SPELL SIDE EFFECTS
Wizard spells in DCC RPG each have an attendant sidereal effect. Cleric spells taken as a whole could as well, determined by one of the Domains the cleric covers. Domains like Fire or Shadow may have fairly obvious options for side effects, but an attendant effect could be developed for each Domain. The Cleric's spells gain minor side effects from one of their Domains, and this applies to all of their spells.
"Well, what do you think, sirs?"