This weekend I finalized the custom classes for my pulp-inspired Dungeon Crawl Classics campaign, so I thought I’d share the descriptions here.
Adventurer You are a thrill seeker, a chance taker, an adrenaline junkie who leaps into danger without a second thought. You are skilled in combat and can pull off feats of heroism beyond most mortal men.
This class is based on the DCC Warrior, but I’ve replaced Mighty Deeds with Acts of Heroism and added some special abilities (Sharpshooter, Lightning Reflexes, etc.) available at higher levels.
Cultist You worship the great Cthulhu. Other mortals tremble at the thought of his return, but you long for it. Until that glorious day, you dedicate your life to serving Cthulhu however you are able.
This is the DCC Cleric class with Cthulhu as its god. Because I was worried no one would choose a class that was exactly the same as in a normal Dungeon Crawl game, I’m letting the player choose all of their starting spells and giving the cultist a couple special abilities (risking sanity for improved spellchecks and access to forbidden knowledge via Cthulhu).
Explorer You are a tomb raider, a globe trotting archaeologist, a seeker of lost knowledge or glory. You possess skills that are useful when traversing hostile terrain and encountering strange cultures and people.
I based this class on the Thief from DCC, but I made some changes to the skills. Now there’s Track (based on Stealth), Understand culture, and Guide (which allows the character to prevent random encounter checks). I also ported over the Halfling’s ability to share Luck, because I wanted that mechanic in the game and the Explorer seemed the most logical class to have it.
Inventor You are a scientist, a genius, able to work technological marvels. Your tech is so advanced, it is indistinguishable from magic.
This is basically a Dungeon Crawl Wizard whose spells take the form of gadgets, but I’ve also added a Resourcefulness talent that can be used to do anything from a fashioning a simple snare trap to a making a radio out of a coconut.
Spy You are an assassin, a master of disguise, a covert agent of some government. During wartime your skills serve your country, but between conflicts you put them to use for your own purposes.
You might expect this to be a reskinned DCC Thief, but it’s actually based on the Halfling. That gives the character two-weapon fighting and stealth. I removed the ability to share Luck (that’s with the Explorer now) but added in a few of the Thief skills like Disguise self and Backstab.
Stage Magician You are a master of the dark arts, able to pierce the veil of reality. You pretend to be a mystic from the Orient or a European sophisticate, but only to hide the fact that you can do things no normal person can.
This is the DCC Wizard. Like with the Cultist, I wanted to give it something to make it different from the regular game so I’m letting the player use Intelligence or Personality for spellchecks (because the performance is as important as the magic knowledge) and at higher levels there are a few abilities like Mesmerize, Sleight of hand, and Illusionist.
The group has all of these descriptions now, so they can start choosing what they want their characters to be. I’m hoping for a good mix, but we have seven players and six classes so I know we’ll have at least two of one of them.


















