First, some background on Mighty Deeds.
In DCC the Warrior and Dwarf classes have a "Mighty Deeds" die at their disposal. It has two functions -- it acts as a bonus to attack and damage, immediately allowing Warriors and Dwarves to distinguish themselves in contests-of-arms, which should be their forte anyway.
The second thing the Mighty Deeds die can do is trigger any Mighty Deed the player of the character desires. These range from bullying opponents around the battle-filed, disarming, precision strikes and other physical acts, to organizing a groups defenses or rallying their morale.
1st lvl Warriors and Dwarves get 1D3 to perform deeds, this die will escalate in size (including several odd DCC die sizes like the D5 and the D7) as the character levels up. Any result of 3 has some success, while any result of 7 or more is a "incredible" success at the Mighty Deed.
Dwarf Sub-classes for DCC(These are very much a "work in progress" and are untested in play).
Each Sub-class has two special Mighty Deeds restricted to their sub-class. Where possible I tried to steer away from "magical" effects. A couple have a "simple mechanical bonus" -- I'm not happy with those.
Iron Thumb: Given the proper tools and several minutes to work, an Artificer can roll their Action Die + Mighty Deeds die to Pick Locks or Disable Traps. (Not trying to steal glory from the Thief, I imagine this would take an entire turn -- nor is the Dwarf skilled at *finding* traps).
Cunning Craftsman: Given the proper tools and several minutes to work, an Artificer can create a Trap, or repair and re-arm an existing Trap that has been disarmed. Damage is left to the GM, but most traps will function as a "stored attack" using an Action Die and a Mighty Deed die. A Mighty Deeds roll of 1 or 2 indicates that the trap did not work as planned. The Artificer cannon "conjure" parts, if their trap requires a crossbow, they will need to supply one.
Courage is my Armour: As long as he is wearing no armour (not even a shield) every time the Slayer rolls his primary Action Die and Mighty Deeds die, he adds half of the result of the Mighty Deeds die to his armour class, rounding down.
Fight On!: When a Slayer is reduced to 0 hit points they may attempt to Fight On! Roll a Might Deeds die.
1-2: Death waits for no dwarf. The Slayer falls.
3: The Slayer can struggle against death. They roll one more Action Die and Mighty Deed die only, immediately. The Action die is -1d. After the die result is complete, the Slayer falls.
4: The Slayer can hold on to life for a moment or two. They can roll one Action Die and Mighty Deed die immediately. They can remain standing on the spot for one more round, and may attack normally (with all Action Dice) on their next initiative. At the end of that action, or if they take any additional damage, they fall.
5: The Slayer can hold Death at bay. They can roll one Action Die and Mighty Deed die immediately, and continue to fight on standing on the spot until the combat ends or for a number of rounds equal to their Level -- whichever is shorter. Every time they take damage the Slayer loses -1d from their next Action Die, and loses one more round. When the foe is killed or the combat ends, they fall.
6: The Slayer is old friends with Death.They can roll all of their Action Dice immediately, and continue to act throughout the current combat (including moving) or for a number of rounds equal to their Level. Every time they take damage the Slayer loses -1d from their next Action Die. When the combat is over they fall.
7+: The Slayer knows Death's true name. They can continue as 6. At the end of combat the Slayer can spend 1 Luck to choose to automatically count as passing the Luck check in Recovering the Body.