Hubris DCC- Declassifying Races… Oh I Made a Pun.

One criticism I always see lobbied against Dungeon Crawl Classics is the use of Race as Class.  To be honest it is not something I am overly fond of either, however I accept the use of it in DCC as it really is a fun and amazing game, and not that big of a deal.

However with writing Hubris and the goal of publishing the damned thing (eventually) I wanted to create an option to allow any race to be any class.  Obviously this would be optional and the GM can rule that the DCC rule of race as class stands.

I tried to do was keep the essence of the races I’ve created for Hubris (here is my other Hubris Setting info) as well as the normal DCC races with this optional rule.

Feel free to give feedback.

Hubris Races


*= Created by me to add balance in conjunction with other races.


Human– Humans tend to be multifaceted and have a drive to succeed.  A human starts with two occupations and adds +2 to an attribute of their choosing (however no attribute can go above 18). *

Lucky as a Human– A human character can burn a point of luck to reroll a failed roll (be it skill, attack, or save).  This works in addition to any class uses of luck.*



Infravision: An Ekrask can see in the dark up to 60’.

Natural Weapons: An Ekrask has a nasty bite attack that deals 1d4 damage, and razor sharp claws that deal 1d6 damage.  An Ekrask is never considered unarmed.

Blood Spout: Once per day an Ekrask can shoot blood out of its eyes.  The Ekrask must make a ranged attack against target; if hit the target must make a Fort save (DC 12) or be stunned for 1d3 rounds.  The smell of the blood makes target easier to track by scent (granting a +2 bonus to skill check rolls).

Tracker: All Ekrask are natural trackers and it as a trained skill, rolling a d20 instead of a d10.

Rage: An Ekrask is a savage fighter that is able to tap into their ferocious nature and attack with reckless abandon.  When raging an Ekrask ups their damage die one level, receives +2 to saving throws against mind altering affects and fear, and ignores 2 points of physical damage.  They also incur -2 to AC and -2 to Intelligence checks.  The rage lasts a number of rounds equal to one half level rounded down +1 (minimum of 2 rounds at level 1). The Ekrask can rage a number of times per day equal to their Stamina bonus (minimum of 1).  They cannot use any abilities that require concentration.  If all enemies are felled before the duration of Rage runs out the Ekrask will attack friends.  A successful Will check (DC 15) each round for the duration allows the Ekrask to resist the bloodlust and avoid attacking a friend.


Half Demon

Infernal Resistance: +2 to saves against one of the following types of damage, whether magical or natural: Roll 1d3- 1) Fire; 2) Cold; 3) Electric.

Demonic Vulnerabilities: You can be turned by a cleric that has demons and devils listed as unholy creatures, although you get +2 to your save.  You take 1d4 additional damage from Cold Iron weapons and holy water.

Demonic Powers: 

Increased Speed– Increase speed by 20’

Increased Armor– Increase armor class by +4

Claws– Grow claws that do 1d6 damage.

Immunity– Become immune to damage based on resistance you rolled.

Regeneration– Regain 2 HP a round.

Resistance- Choose another form of damage in Infernal Resistance and gain +2 to saves.

To utilize a demonic power the half demon must make a successful Will save (DC 15).  If successful the player choose the ability they want to use and this effect starts at the beginning of the next round and lasts a number of rounds equal to the half demon’s level +1.  Failure means that the half demon cannot use any further Demonic Powers the day.  Rolling of a 1 represents a loss of humanity.  Roll on one time for each column on the Demonic Corruption Table.  When a half demon has suffered demonic corruption five times, they must make a Will save (DC 15 with a negative 5 modifier to the roll) to retain their sense of self.  Failure means that the half demon’s humanity has been consumed and the full cruelty and terror of their demonic side has taken over.  The character becomes a villain NPC and the player must make a new character.

If the player succeeds on the Will roll successfully win the fight for their soul for the moment.  Each time they lose further humanity the half demon must make the Will save, again at DC 15 but now with additional negative modifiers equal to attempts (IE- A Half-Demon that has had an additional loss of humanity must make the Will save with a -6 to their roll.

A character does not gain any further corruptions after 5, but must still make the rolls to save their soul.

Demonic Corruption


Effect 1


Effect 2

1 Feet become cloven hooves- +5 pace 1 Holy water does 1d8 damage.
2 Have claws constantly (1d6 damage).  Use of Demonic Power raises damage to d8. 2 Visage becomes more demonic; -2 to Charisma.
3 Eyes become red and bloody.  Gain Infravision 30’ radius.  Lose lowlight vision. 3 A burnt, sulfuric smell hangs around you.
4 Demonic Health- Increase your HD to d8; also roll right now for some additional HP. 4 Your touch burns and irritates others.  They must make a Fort save or take 1 point of damage per round.
5 Wings sprout out of your back.  Fly at a pace of 30’. 5 Daylight bothers you.  All your physical stats are rolled with a d16 while in the sunlight.
6 You grow a barbed tail that can attack at 1d16 and does 1d4 damage. 6 Lose your +2 saves against turn checks, instead suffer -2.
7 You grow horns that do 1d4 damage. 7 Lay on hands now harms you.
8 Fiendish Resistance- Increase your resistance to damage type by +2. 8 Cold Iron now does 1d8 damage to you.
9 Gain ability to cast Darkness as an arcane spell*. 9 If you look in a mirror you must make Will save or become terrified at what you become and unable to act until successful save.
10 Fiendish Strength- Increase Strength +2 (max of 18). 10 You have an unsettling aura about you.  Normal people shy away from you, while the religious will attack you outright.

* As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate (Taken from DCC, pg 127).

Luck: A Half Demon gets their luck modifier on their Will Save for Demonic Powers. 




Luck: Kenku are able to use their luck in ways normal mortals cannot.  They are able to use Luck in the following ways:

  • A kenku can burn their luck as per normal and gain a modifier on their rolls equal to the amount burned.
  • A kenku can also burn a point of luck to make another target unlucky.  The target gets a Will save (DC 12), if successful the target cannot be affected by this again for 24 hours.  If the Will check fails the target has been jinxed and must roll their next attack, save, skill check twice and take the lower of the two.

A kenku recovers luck quicker than the other races.  With a full night of rest a kenku recovers 1d3 Luck Points back.  They cannot go above their maximum score.

Low-Light Vision: A kenku can in near dark conditions normally up to 30’.

Transformation: Once a day a kenku us able to transform themselves into a human form (this human form shows all scars, corruption, and deformities that the kenku has gotten through their rough and tumble journey).  This transformation is truly horrible to witness as bones jut out and pus and strange clear liquids and blood spew forth from the body.  Any target that witnesses this transformation must make a Fort save DC 12 or become nauseated, suffering -2 to all rolls for 1d6 rounds.  The transformation lasts as long as the kenku desires, and takes 1 turn to transform or revert back to normal.


Murder Machine

Construct: As a bizarre living construct a murder machine does not require sleep, food, or air.  They are also immune to diseases and poisons.  Due to being a construct normal magical means of healing are not as effective on you, only giving you half the amount (minimum of 1HP back).

Natural Armor: The body of a murder machine is made of tough metal and wood and gives natural armor protection.  Treat the armor class of a Murder Machine as being equipped with scale mail (+4).  Due to this natural construction a murder machine suffers no check penalties skill checks. The construction of a Warforged body makes it so they cannot wear any other armor.  Your body is so heavy that you cannot swim, but sink to the bottom and must walk along the sea floor.

Punch Them in the Face: A murder machine’s fist is hard metal and wood and does 1d4 damage.

Swiss-Army Hand– A murder machine is built to kill, and as such is outfitted with a hand that can rotate and become one of three weapons.  At evel one a player chooses three weapons from the following list: hand crossbow*, dagger, flail, hand axe, mace, short sword, wheellock pistol*†

* Weapon must be reloaded per standard DCC rules.

† Weapon is from the Hubris setting.

Tinkering: Choose one at level 1

  • Dual Swiss-Army Hands– Same as above, but both hands.
  • Thick Plating– The natural armor of the murder machine is increased by +2, as though they are wearing banded mail.
  • Shoulder Cannon– Small cannon that sits atop your shoulder.  Loud explosions and lots of painful damage.  Roll 2d12 and take the higher of the two.  The attack roll is made at one step lower on the die ladder.  The shoulder cannon takes 3 rounds to reload.
  • Shrapnel Explosion– You were designed to do as much damage as possible should you be deactivated.  When you fall unconscious bits of metal and pellet burst from you in a 10ft radius.  All in that zone take 2d8 damage (Ref Save DC 12 for half damage).

Outsider:  People tend to be uncomfortable in your presence.  Any personality check you make is reduced one step on the die ladder.

Hunted: The Black Queen is furious that you have somehow resisted her control.  Agents of The Black Guard of Abhorrent Action are hunting you, eager to please their queen.

Nuts and Bolts: You are able to create a salve that you can apply to your damaged body, healing you for 1d6+1HP.  The parts cost 250gp and take 2 hours to create.



Hound Dog: By concentrating for 1d4 rounds and succeeding on Intelligence check (DC 12), a mutant is able to “sense” other mutants in a 50’ radius.  If the mutant concentrates for 1 minute he can hone in on one mutant, know where they are, and know its mutations.

Mutation: At level 1 a mutant starts with two cosmetic mutation, two power mutations, and one calamitous mutation (see tables below).

Cosmetic Mutations
Roll Mutation
1 Hair is always wet and slimy.
2 Face has split and looks like you have two faces.
3 Skin has changed color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
4 You sweat profusely.
5 Your tears are milky white.
6 Eyes change color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
7 One eye changes color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
8 You develop red patches that flake and crack all over your skin.
9 Your voice changes to: 1) A growl; 2) Opposite gender; 3) A young child; 4) Like the whispering of the wind.
10 You change to opposite sex.
11 You smell like cookies.
12 You smell like garbage.
13 Your face is covered in thick black hair.
14 You wake up bald every morning and your hair grows to mid-back by midnight, then falls out and the process starts over again.
15 Hair changes color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
16 Your nose becomes a: 1) Pig snout; 2) Dog nose; 3) Two noses; 4) Disappears.
17 Flies swarm around you and die when they touch your skin.
18 Your skin is squishy to the touch.
19 You turn pink when wet.
20 Roll twice.

Power Mutations

Roll Mutation Effect Roll Mutation Effect


Chameleon Skin- You can blend in with environment if you stand still for 2 rounds.  Targets suffer -4 to notice you.


Fear Suppression– You are immune to all fear type effects.


Slimy Skin– You are a slip and slide.  Barefoot must make a Ref Save (DC 12) to stay standing.  Targets have a hard time grappling you.  -2 to their rolls


Heightened Immunity– You are immune to all diseases, no matter their origin.


Extra Limb– 1) Arm- You can get an additional attack, but a d16 Action Die; 2) Leg- When running increase your pace by 15’.


Heightened Fortitude– You are immune to all poisons.


Extra Stomach (External)– It’s gross and bulging and pulsating.  You can go twice as long without starving.


Aura of Death– You can release an aura of decay and stench in a 20ft radius once per day.  Regular plants wither and die instantly.  Living creatures must make a Fort save (DC 12) or take 1d8 damage per round while in the radius.


Extra Heart– You get +2 on Fort rolls for endurance.


Bleeding Eyes– Your eyes weep blood constantly.  You gain +2 to intimidation based checks and Darkvision 30ft.


Fire Breath– You can breathe fire (2d6 damage) 1 time a day.  Ref Save (DC 15) half damage.  15ft cone effect.


Strange Luck– You gain double the bonus for luck points burned.  There is also a 10% chance that you regain one Luck Point when you sleep.


Telepathy– You can read others minds.  This is an opposed Will roll.  If you roll a 1 you are overloaded by the mental assault and suffer 1d4 temp Wisdom damage.  Can also communicate with willing targets.


Milky White Eyes– You see in shades of grey, white, and black.  You cannot be blinded by attacks or magic.


Acid Blood– When struck with a sharp weapon acid blood spurts forth dealing 1d4 damage to the attacker.  You go through lots of new clothes and armor.


Touch of Madness– If you choose, when you touch a target you both make an opposed Will save.  If you succeed you drain them of 1d6 Personality.  If the target rolls a critical failure they lose the amount on the d6, and one permanent point.


Stomach Maggots– Strange maggots grow in your stomach.  Once per day you can vomit 1d6 of these things out and they will attack your chosen target.  They have 1 HP each, no bonus to attack (but do get a +1 for each as a gang up option).  Damage is 1d3 (+1 for each attacking the target).  They die at end of the day.  If you don’t puke them up, oddly enough you aren’t hungry.


Thick Skinned– You gain a DR of 2 against all damage.


Jaunt– Once per day you can teleport up to 15ft away.  You can do this all at once or in 5ft clumps.


Tentacle Arms– You gain +2 on grapple and disarming (against you) checks.


Chitinous Skin– Your skin is hard and nasty.  You gain +2 Natural Armor bonus.


Magical Resistance– You receive +2 to any save against magic.


Hypnotic Gaze– As Charm Person spell, once per day (can suffer corruption for using this ability).


Life Leach– On a successful touch attack the target must make a Fort save (DC 15) or suffer 1d4+1/2 level damage.  You can regain this as HP.  You cannot go over your maximum HP.


Natural Weapons– 1) Spiked Tongue- 5ft long- 1d4 damage; 2) Claws- 1d6 damage; 3) Tusks- 1d4 damage.


Carrion Eater– For every pound of carrion you eat you regain 1d4 HP.  You cannot eat more than twice your Stamina bonus in carrion a day.


Patagium (Flying Squirrel)– You can glide at 25’ per round.


Quadruped– You are able to (should you choose) to run on all four legs, increasing your speed to 60’.  You cannot hold anything while running.


Bat Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.


Huge Head- Your head is huge.  Helmets must be crafted as a specialty for you, increasing the cost by 25%.  However you receive +1 to your Intelligence and +1 to Will saves VS mind altering effects.


Eyestalks– Poke you in the eye and it goes into your skull.  You gain +4 to notice type checks.


Two Brains– You have two brains.  You are immune to mind altering affects and gain two extra skills that you are considered trained in.


Compound Eyes– +4 against surprise attacks.  Can’t victim of back attack.


Brute- You are more muscular than average.  Increase your Strength Score by +1 and your attack by +1.


Exploding Pustules– Once per day you can make this explode with a successful Fort roll (DC 12).  They do 1d4+ ½ Stamina score damage to all in 5ft radius.


Mind Invasion– As Forget Spell, once per day (you can suffer corruption for using this ability).


Protruding Bone Spurs– Bones jut out of your skin at odd angles.  They are sharp and extremely painful.  When you grapple with someone they take 1d4 damage per round.


Obsidian Skin– Your skin is pitch black.  You gain +4 to hiding in shadows at night.


Worm Infested Skin– Worms poke out of your skin and wiggle around.  It’s creepy.  You get +2 to Personality checks when intimidating.


Poisonous Fangs– You have fangs that do 1d4 damage on a successful attack.  Also the target must succeed a Fort save or suffer an addition amount of damage equal to ½ your level (min 1) per round for 1d6 rounds.


Plague Skin– The GM selects an appropriate disease.  Anyone who touches your skin must make a successful Fort save (DC based on disease) or become infected themselves.  You are a carrier of the disease.  It will manifest (description wise) on you, but you do not suffer the adverse effects yourself.


Malformed Conjoined Twin– This small creature has its own mental stats and gains ½ the experience you do.  It’s class is 1) Cleric; 2) Sorcerer; Any negatives that affect it from spell casting affect you instead.  The creature gains HP of class and if it dies you suffer 3d10 damage.


Mandibles– Can bite for 1d4 damage.  Also able to gnaw through metal, given enough time.


Thick Fur- You gain +1 to AC and are able to keep warm in the coldest temperatures.


Scorpion Tail– You have a tail full of nasty venom.  The sting does 1d4 damage.  Target must make a successful Fort save  (DC 12) or be paralyzed for 1d4 rounds.


Thick Mucus– Once per day you are able to shoot a giant glob of snot out of your nose at a target up to 30ft away with a successful ranged attack.  The target must make a Strength check (DC 15) to break free.  They are stuck and immobile until successful.


Hulking Figure– Large creature- +1 Attack, -2 AC.  Up weapon damage one type.


Malfunction– Once per day you are able to cause a target to go blind, deaf, or mute for 1d6 rounds.  They can resist with a successful opposed Will save.  If they succeed the effect is reflected back on you for double the duration.


Tiny Figure– Small creature- -2 Attack, +1 AC.  Lower weapon damage 1 type.  +2 to hiding checks.


Innate Fighting Ability– Increase your attack bonus by +2


Terrible Gaze– As Scare spell, once per day (can suffer corruption for using this ability).


Gaseous Form– Once per day you are able to turn into fog.  You are immune to nonmagical attacks, able to move 10ft a round.  You can be blown about by stiff winds.  Strong winds deal 1d6 damage per round to you.  This effect last a number of minutes equal to your level.


Swarm of Flies– You can blow a swarm of flies out of your mouth once per day.  The flies occupy a 10ft radius and stay for 2d4 rounds.  Anything in the area suffers -2 to attack rolls and takes 1 point of damage per round.


Plant Head– A small shrug is growing on top of your head.  No matter how many times you’ve cut it down it comes back.  When you wake up in the morning the plant has yielded 1d4+1 berries.  The berries are: 1) Red- Heal 1d4 HP per berry; 2) Blue- Can be thrown and deal 1d3 cold damage to target.  Can freeze 1 gallon of water instantly; 3) Orange- Can be thrown and deal 1d3 fire damage to target; 4) Purple- Causes skin to thicken and turn purple.  Gains +1 AC per berry eaten for 24 hours; 5) Yellow- Acts like an extremely bright torch to holder for 1 hour; 6) Black- Creates a pool of tar in a 10ft radius.  Creatures must make a Reflex save (DC12) or be slowed to ¼ movement.


Regeneration– You regrow body parts.  Each hour roll a FortSave (DC 12), if successful you regain 1d3 HP.  Crit fail you lose 1d6 hp.


Filter Feed– You never have to consume food or water to survive.  The air gives you all you need.


Hands on Palms– You can talk in any language, but suffer -2 to Personality when you do, because it’s freaky.


Medusa– You have a gaze that turns all who fail a Fort save (DC 15) to stone.  This includes allies who look at you!  Better get some sunglasses or a good mask.


Antlers- You receive an additional +2 on attack when Charging (using these). Does 1d4+str mod damage.


Damage Immunity– You suffer no damage from: 1) Fire; 2) Cold; 3) Acid; 4) Electricity.


Serpentine Body- You’re fast and lithe.  Increase movement by 10’.  Increase Agility +2 (max of 18).


Moleman– You can borrow in the ground like a mole (as long as it isn’t solid stone) at a rate of 15ft a round.  You also gain Darkvision 30ft.


Acidic Belch- As Choking Cloud spell, once per day.  You can also suffer the negative effects of the spell (you can suffer corruption for using this ability).


Soul Eater– Anytime a sentient living creature dies near you, you and the soul make an opposed Will Save.  If you are successful you consume their soul and gain 1 Luck point back (if you are not at your maximum).  If you fail you lose 1 luck point  If you critically fail you lose 1d3 luck points.


Suckers on Hands- +2 to climbing checks and +2 against being disarmed.


Retractable Arm Bone Blades– You have bone blades that deal 1d6 damage.


Rough Skin- Ignore 2 point of damage.


Mangler– Increase your critical hit table by one.


Extra Adrenal Gland- Once per day get a second action to do something physical (move, attack*, take potion). *=Attack is at 1d16 Action Die.


Invigorate– You can burn a luck point to give yourself or another target life.  Treat as a Clerics Lay on Hands ability, treat all targets as opposed alignment for this purpose.  Treat yourself as adjacent.


Shape Shifter- You can transform yourself into a natural animal (from small to medium size) once per day.  You gain all abilities and physical traits while keeping your own metal abilities.


Portent of the Future– You can burn a luck point to see a glimpse of your future.  How this plays out is you designate an attack, skill check, or save and roll two dice and take the higher of the two.


Ooze-like Body– Once per day you become a rubbery, puddle on the ground.  You’re pace is reduced to ¼ but you gain DR 2.  You can fit under cracks of doors.  This takes 1 round to do and 1d4 rounds to reform.  All your clothes and possessions are left behind.


Rock Skin– You cannot wear any armor but you gain +4 to AC, a DR against physical damage of 1, but your pace is reduced to 20’ and you’re incredibly heavy.


Angel Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.


Burnt Body– You have a blackened, skull-like appearance.  You can touch a target and channel that heat, dealing 1d6 damage.


Metallic Entropy– Regular metal items must decay and rust in your hands if you touch them with your bare skin for 2 rounds.  The more complex the item the longer it takes to ruin.


Ant Colony– Ants live in your body.  Once per day you can command them to pour out of your body and attack a target with a successful touch attack.  The target suffers -2 to attacks and 2 points of damage per round for 1d4 rounds.


Sickly Demeanor– You look gaunt and ill.  People think you’re a zombie and try to attack you!  If you touch them, target must make a Fort save (DC 12) or become sickened for 1d4 rounds, suffering -2 to all rolls.  Cannot be affect for 24 hours if successfully saves.


Thorns– You can shoot thorns out of the palms of your hand.  These thorns do 1d3 damage.  Each day you wake up and have 1d4 thorns growing out of each your hands.


Amphibious– You are able to breathe underwater and on land.


Cat-like Grace– You are agile and quick.  +1 to your Agility score.


Pheromones– Despite the fact that you are a freak you are able to attract others.  +2 to Personality attribute.


Boneless– When you touch a target they must make a successful Fort save (DC 15) or have all their bones disappear for 1d4 hours.  They cannot move or talk.  They can gurgle and whimper.  When the bones return it is extremely painful and the target takes 2d4 damage.


Goat Legs– It hurts when you kick someone- 1d4 damage.


Supreme Health– Increase your HD type by one.  Also roll an additional amount of HP on the new HD type.


Animal Face– 1) Bat- Blind-sight; 2) Dog/Wolf- +2 to track with scent; 3) Pig- Ability to eat almost anything and live; 4) Feline- Darkvision 50ft; 5) Goat- Horns- 1d4 damage; 6) Weasel- Low-light vision 50ft.  Suffer -1 to Personality score regardless of head type.


Cursed– All targets go down one die type (both good and bad) when interacting with you.  This is attacks, saves against you, opposed checks, healing, spells, etc.


Behemoth Arms– +1 to Strength and fists do 1d4 damage.


Animal Affinity– Use your Luck and Personality Modifier when attempting to calm/train animals.  You also have a dog as a loyal pet.


Crab Claws– You don’t quite have the dexterity you want with your hands, but your claws hurt like hell and do 1d6 damage.*cannot hold normal weapons or small objects.


Puckered Skin– You gain tremor-sense in a 15ft radius.


Magical Aptitude– You are able to cast a single level 1 Wizard spell (roll randomly.  You can gain corruption for this.  You cannot use Spellburn).


Spores– You are covered in large pulsating fungal spores.  When struck in combat by a physical attack a spore explodes in a small cloud of dust.  Anyone in a 10ft radius must make a FortSave (DC 12) or become trapped in a hallucinatory effect and unable to act for 1d3 rounds.  Success means cannot be affected again for 24 hours.


Elongated Arms– Your reach is increased by 10ft.


Ageless– You are truly immortal.  You will never age, even with age affecting attacks from certain undead.  You can still be killed through normal means, but you never age.  You stop aging at 23 years old.


Savage Temper– You have trouble controlling your temper.  When something injures you roll a Will check (DC 10 minus damage) to keep it in check.  If you fail you go berserk, gaining +2 to attack and damage, but -2 to AC and Int checks.  You can also attack friends- roll randomly.  This lasts until a successful Will save is made or you’re knocked unconscious.


Absorption– Once per day you can touch someone of a different class and gain one of their abilities for 1 hour.  You must succeed at a Will Save (DC 15).Cleric: Cast divine spells (as per their level and spells they know).  Treat disapproval as 1-5; Thief: Gain skills of touched thief (at their alignment and level); Warrior: Mighty Deeds (as your level); Wizard: Cast arcane spells (as per their level and spells they know, you can also use Spellburn); Dwarf: Sword and Board ability; Elf: Contact Elf character’s patron and attempt to parlay with creature and gain as own patron; Halfling:  Gain two weapon fighting ability; Kenku*: Gain Kenku’s Jinx ability; Ekrask*: Gain Ekrask’s Rage ability; Mutant: Gain one of Mutant’s mutations (roll random- disappears at end of duration); Half-Demon*: Gain Half-Demons corruption ability.*= Races in Hubris setting and not in DCC core book.


Bulbous Shimmering Eyes– You can see through things up to 2ft thick, but not lead.


Magic Immunity– You are immune to all forms of magic, both good and bad, arcane and divine.  No magic can touch you.  There is a 25% each time you attempt to use a magic item that it will not work for you.dered trai

Calamitous Mutations

Roll Mutation and Effect
1 Strange Anatomy– Healing spells are only half effective.  If you roll this again you cannot be healed by magical means.
2 Light Sensitivity– All checks go are rolled one die step down while in sunlight.  If you roll this again it increases to two steps.
3 Weird Body– Armor and clothing costs you 25% more because it has to be especially made.  If you roll this again cost goes up to 50%
4 Terrifying– Lower your Personality attribute by 2.  If you roll this again, people must make a will save or flee from you.
5 True Abomination– Your Will save is rolled with a d16 against Turn Unholy (Neutral Clerics).  If you roll this again your Will save die for Turn Unholy is a d14.
6 Unlucky: You lose 1 point of luck.  Lose one point of luck each time this is rolled.
7 Moon Sensitivity– All checks go are rolled one die step down while in moonlight.  If you roll this again it increases to two steps.
8 Maggots for Blood– The squiggly and writhing causes you to be unsettled.  You suffer -2 to all checks permanently.  If you roll this again you roll a d16 on all checks rather than a d20.
9 Standout Aura– Other Mutants can recognize your aura easily and if they concentrate on you they know 2 of your mutations, instead of 1.  If you roll this a second time they know 3 mutations.
10 Bad Aura Sense– You suffer -2 to your Intelligence check when attempting to use Blood Hound.  If you roll this again lower die roll to a d16 when using Blood Hound.
11 Transference- Any creature you attack with your natural attacks (bite, claws, etc) has a chance of corrupting another creature.  They must succeed a Fort Save (DC 15) to resist.  Failure means the creature will transform in 24 hours.  The target gains one cosmetic mutation, 1 power mutation, and one corruption mutation.  They do not gain any further mutations after this.  They also keep whatever class they are, but are not treated as a mutant for purposes of Turning Unholy, etc.  If you roll this a second time, reroll.
12 Compulsion- You develop an unhealthy craving for something and must make a Will save (DC 15) each day to resist doing it.  Craving: 1) eating fecal matter; 2) burying yourself in fecal matter; 3) eating rocks; 4) Cutting up your own flesh, dealing 1d4 damage, and drinking your blood; 4) licking complete strangers; 5) drinking urine; 6) driving spike into your flesh and leaving it (1d4 damage); 7) catching and eating insects; 8) masturbating in public.  You can roll this multiple times, gaining several different Compulsions.


DCC Races



Sword and board– Dwarves excel at fighting with a shield in one hand and a weapon in the other. When fighting with a shield, a dwarf always gains a shield bash as a second attack. This shield bash uses a d14 to hit (instead of a d20). The dwarf adds his deed die to this number, as with all attacks, and can attempt Mighty Deeds of Arms involving the shield as well as his weapon. The shield bash does 1d3 damage. Some dwarves customize their shields with spikes or sharp edges to do more damage, while others enchant their shields with unique powers. Dwarves with multiple action dice (levels 5+) still receive only one shield bash each round.

Infravision– A dwarf can see in the dark up to 60’.

Slow– A dwarf has a base movement speed of 20’, as opposed to 30’ for humans.

Underground Skills– Long life beneath the ground trains dwarves to detect certain kinds of construction. When underground, dwarves receive a bonus to detect traps, slanting passages, shifting walls, and other new construction equal to their class level. Additionally, a dwarf can smell gold and gems. A dwarf can tell the direction of a strong concentration of gold

Hearty– Dwarves roll two dice and take the higher of the two when determining HP upon gaining a new level.  They also receive immune to all natural poisons and to gain +2 to saves against disease.*



Mithril– Elves often wear armor of mithril, even though it affects their spellcasting. Because of their sensitivity to iron (as explained below), elf characters are trained from an early age with mithril weapons. Before they depart on a life of adventure, they have acquired mithril equipment. At 1st level, an elf character may purchase one piece of armor and one weapon that are manufactured of mithril at no additional cost. Mithril armor weighs slightly less than iron or steel armor of the same type and can be worn by the elf without the pain normally associated with metal armors.

Magic– Elven life is steeped in magic.  An elf character begins play with 2 level one spells.  This is in conjunction with the spells gain by the Wizard of Cleric class.

Supernatural patrons– Like wizards, elves can invoke supernatural patrons. An elf automatically receives the spells patron bond and invoke patron at 1st  level in addition to his other spells.

Infravision– An elf can see in the dark up to 60’.

Immunities– Elves are immune to magical sleep and paralysis.

Vulnerabilities– Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods.  Prolonged contact with iron causes 1 hp of damage per day of direct contact.

Heightened Senses– Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret door, elves are entitled to a check to detect it.



Two-weapon Fighting– Halflings are masters at two-weapon fighting, as follows:

  • Normally, two-weapon fighting depends on the character’s Agility to be effective (see pages 94-95). A halfling is always considered to have a minimum Agility of 16 when fighting with two weapons. This means he rolls at -1 die for his first attack and second, based on the dice chain (typically 1d16 for his first attack, and 1d16 for his second).
  • A halfling can fight with two equal-sized one handed weapons, such as two handaxes or two short swords.
  • Unlike other characters, when fighting with two weapons, a halfling scores a crit and automatic hit on any roll of a natural 16.
  • If the halfling has an Agility score higher than 16, he instead uses the normal two- weapon fighting rules for his Agility.
  • When fighting with two weapons, the halfling fumbles only when both dice come up a 1.

Infravision– Halflings can see in the dark up to 30’.

Small size– Halflings are 2 to 4 feet tall, and can move and crawl in narrow passages and the like.

Stealth– Halflings are quite good at sneaking around and receive a +4 to sneaking silently and hiding in shadows.  This is treated as a class skill no matter rolled occupation.

Good luck charm– Halflings are notoriously lucky. A halfling gains additional bonuses when expending Luck, as follows.

First, a halfling doubles the bonus of a Luck check. For every 1 point of Luck expended, a halfling gains a +2 to his roll.

Second, unlike other classes, a halfling recovers lost Luck to a limited extent. The halfling’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. (The process works similar to how the thief ability is described, above.)

Third, a halfling’s luck can rub off on those around him. The halfling can expend Luck to aid his allies. The ally in question must be nearby and visible to the halfling. The halfling can act out of initiative order to burn Luck and apply it to the ally’s rolls. The halfling loses the Luck, and the ally receives the benefit. The halfling’s Luck modifier can apply to any roll made by an ally: attack rolls, damage rolls, saves, spell checks, thief skills, and so on.

Note that the good luck charm ability applies to only one halfling in the party. There is luck to having a halfling with an adventuring party, but there is not “more luck” to having more than one halfling. If multiple halflings accompany an adventuring party, only one of them counts as a good luck charm, and that cannot change through rearranging or separating the party. Luck is a fickle thing governed by gods and game masters, and players would do well not to attempt to manipulate the spirit of this rule.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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