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Expanded Adventurer
Expanded Adventurer
Expanded Adventurer
Additional Compendium Classes for Dungeon World
Designed by Trevor Murray & Ben Rosenbloom
Dungeon World by Sage LaTorra & Adam Koebel
The Ageless 2
The Bloodmage 3
The Celestial 4
The Construct 5
The Diamond 6
The Geomancer 7
The Hivemind 8
The Hunter 9
The Ageless
COMPENDIUM CLASS
When you drink deep of the waters of life, the next time you level up you may choose this move:
☐ Timeless Body
Your body no longer ages or deteriorates from natural causes, and you are filled with the world’s
wisdom and age. You get a new stat called ROOTS which starts at +1. When you call upon your
accumulated years and stability, you take +ROOTS forward to WIS or CON rolls. Then roll
1d6. If the result is less than or equal to your ROOTS, you must give into your ancient nature,
senility, tranquility, or patience.
When you drink deep of a new spring of life, your ROOTS increases by 1.
If you you have a Timeless Body the following moves count as class moves for you; you can choose
from them when you level up:
☐ Family Tree
When you tap into your ancient lineage, you call forth the lingering souls of a number of your
ancestors equal to your ROOTS who will give you their advice.
☐ Old as the Hills
When you sit down and while away the hours in a place of ancient history, the stones, trees,
and dirt speaks to you of its history.
☐ Thick Bark
When you Defend, you may choose to gain armor equal to your ROOTS. Then roll 1d6. If the
result is less than or equal to your ROOTS, you must give into your ancient nature, senility,
tranquility, or patience.
☐ Ancestral Recall
When you Parley or Spout Lore with patience and plenty of time, take +ROOTS to the roll.
☐ Sapsucker
When you lay hands or roots on someone and absorb their years, roll+CON. On a hit, your
ROOTS increases by 1. On a 10+ you drain their life and they take damage equal to your ROOTS
and you heal that much. On a 7-9, they still take damage, but you retreat into your ancient nature
and succumb to senility, tranquility, or peace.
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The Bloodmage
COMPENDIUM CLASS
When you write a magic spell in your own blood, the next time you level up you may choose this
move:
☐ Blood Magic
When you first take this move, choose a spell from any class’s spell list of no greater level than your
level+1. That spell lives in your blood. When you shed your own blood to release the spell within,
take damage equal to the level of the spell and roll+CON. On a 10+ the the spell is successfully cast and you
may cast the spell again later. On a 7-9 the spell is cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
• The spell requires more of your blood - you take 1d6 extra damage.
• After it is cast, your blood is weakened. You cannot cast the spell again until you Make Camp or Recover.
If you you have cast Blood Magic, the following moves count as class moves for you; you can
choose from them when you level up:
☐ Blood Elemental
When you shape blood into animate form, at least a liter or so, roll+INT. On a 7-9, you shape the
blood into a creature at your command, which lasts for about an hour. Treat it as a character with access to
the basic moves and a +1 in all stats and 1 HP. Its damage die is tied to the how much blood you used. On a
10+, it has 1d4 additional traits. The blood can be yours or someone else’s, but it must be spilled first.
Someone who has lost one liter of blood probably needs medical attention. Someone who has lost two
liters is probably going to pass out and then die.
• It’s talented. Give one stat a +2 modifier.
• It’s durable. +2 HP for each level you have.
• It’s powerful. +1 damage and it gains the forceful tag.
• It’s intelligent, and capable of understanding complex commands.
☐ Deep Cuts
When you harm another with your magic, your magic opens wounds and cuts on your target, causing
them to bleed.
☐ Heart Stealer
When you eat another creature’s heart, you learn all the spells that they knew in life, and can cast those
spells with Blood Magic.
☐ Exsanguinator
When you call out to another’s still pumping blood, roll+INT. On a 7-9, you deal your damage to
them, as their blood is pulled from their veins. On a 10+, you heal yourself for as much damage as you
dealt, as you absorb their blood.
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The Celestial
COMPENDIUM CLASS
When you take the heart of a star and are made part of the Celestial Court, the next time you
level up you may choose this move:
☐ Celestial Mantle
You rule over a fraction of the night sky. Give your constellation a name and add it to the star
map. When you tap into your constellation’s power, you shed your body for a time and
become a being of pure light. While in this form, you are difficult to look at, you you can teleport
yourself to your constellation or the Celestial Court at will, and you can shoot light from your
fingertips. When you shoot starlight at your foes, you can Volley with pure energy, but you
can’t choose to reduce your ammo. You can instead choose to take 1d6 damage as your burn
brighter to fire a salvo of starlight.
If you you have donned your Celestial Mantle, the following moves count as class moves for
you; you can choose from them when you level up:
☐ Solar Empire
You are at the service of the Monarch of the Sun. They grant you their solar power, but you and
your court are expected to answer your monarch’s call. Whenever you assume your stellar
form, you take +1 ongoing as long as you are in direct sunlight.
☐ Nuclear Fission
When you call upon celestial fire, it bursts forth at your command - deal your damage to
everything in the immediate vicinity.
☐ Polaris
While you can see the stars, you are never lost. You know exactly where you are, and how to get
to the nearest place of stellar significance.
☐ Invisible Cities
When you carefully align terrestrial features with the stars, you manifest some part of your
court in the world. Thereafter, changes to the sky or earth are reflected in the other.
☐ Astral Retainer
You have a servant from the stars, an envoy from your court beholden to you. Treat them as a
character with access to all the basic moves, a +1 modifier to each stat, and HP equal to your level.
They follow you as long as you act in the interest of your court.
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The Construct
COMPENDIUM CLASS
When your flesh and blood is replaced, with metal, magic, or technology, the next time you
level up you may choose this move:
☐ Prosthetic Power
Choose which part of you that was replaced:
• Heart: +1 CON. The first time each day you would take your last breath, instead you heal 1d4 HP
• Arm: +1 STR. Your new arm is unnaturally strong and is a weapon with hand and forceful.
• Eye: +1 WIS. You can see in the dark, very far away, microscopically, and record what you see.
• Legs: +1 DEX. You can jump incredibly high or run incredibly fast.
• Brain: +1 INT. Mind-affecting spells and moves don’t have any effect on you.
If you you have Prosthetic Power, the following moves count as class moves for you; you can
choose from them when you level up:
☐ Cyborg Manifesto
When you attempt to overcome a limitation inherent to your biological or artificial nature
choose one:
● Affirm your humanity via your relationships; assert one of your bonds with another player
and they must Aid you.
● Move beyond sentiment and embrace your future; erase one of your bonds with another
player and take +1 forward.
● Commit to a new understanding of yourself as a unique being; write a new bond with your
prosthetic, or replace a bond with your prosthetic to write a new one and mark XP.
☐ Turing Complete
You can talk to machines. When you would Defy Danger with CHA, you can choose INT instead.
☐ Multitool
Your prosthetic has surprising additional uses. You can use your prosthetic to replicate any hand
tool (like a shovel, scissors, etc) or handheld weapon.
☐ Iron Person
Your prosthesis now covers more of your body. You have +1 armor and you choose an additional
part from Prosthetic Power.
☐ Self-Assembler
You can construct other prosthetics, just like yours or slightly different, out of the right materials.
The GM will tell you what you’ll need.
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The Diamond
COMPENDIUM CLASS
When you find a gemstone from the heavens and embrace its magnificent power, the next time
you level up you may choose this move:
☐ Gem Weapon
The gemstone has embedded into a part of your body and has made you one with its energies. Your skin
takes on a hue in the spectrum of the gemstone. You can summon a weapon of light from your gemstone
as long as you aren’t suffering any conditions. Describe it below. Write 3 tags for your weapon, with no
number value on any tag exceeding 2.
• ________________________________________
• ________________________________________
• ________________________________________
You cannot vanquish an enemy with your Gem Weapon. Any creature you would reduce to 0 HP
is instead reduced to 1 and is completely exhausted.
If you you wield a Gem Weapon, the following moves count as class moves for you; you can
choose from them when you level up:
☐ Diamond Body
Your entire body takes on the density and fortitude of crystallized stone. You gain 1 armor and are
immune to nonmagical heat and cold.
☐ Reflected Replication
When you channel the light of your gemstone to create reflections of yourself, mark off one of
your Gem Weapon’s tags and you create 1d4 reflections that overlap your person. When you would take
damage that a reflection could take instead, roll 1d4. On a 3 or higher, a reflection is destroyed and you
take no damage. Your Gem Weapon’s tags can be restored with a few hours of special care.
☐ Radiant Form
You can turn your body into a form of pure light. You shine away even magical darkness and creatures
sensitive to radiance cannot bear your presence. After leaving this form, you can change aspects of your
physical appearance.
☐ FUSION
When you connect deeply to someone you have a bond with, the two of you form a single character
emblematic of your relationship. This lasts until either of you chooses to end it, or you disagree strongly
with each other. Treat the new character as though it’s both yours and the other player’s - you’ll have to
come to consensus to make any moves. In addition, while you are fused, the new character is large, has
reach and any other tags appropriate to your relationship. Your Gem Weapon might change as well, and
when you deal damage you use both fused characters’ damage dice.
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The Geomancer
COMPENDIUM CLASS
When you bond with the primal magic that created the world, the next time you level up, you
may choose this move:
☐ Geomancy
When you call out to the terrain around you to infuse you with magic roll+CON. On a
10+, you get 3 hold. On a 7-9, 2 hold. On a 6-, 1 hold, in addition to whatever the GM says. Spend
hold 1-for-1 to make a magical move connected to the terrain. When you spend or lose all your
hold, the land exacts its price. When you leave the biome you are in, you lose all hold.
If you you have Geomancy, the following moves count as class moves for you; you can choose
from them when you level up:
☐ Rain Man
You can spend 1 hold from Geomancy to make the weather whatever you want. Large storms or
other impressive weather effects might not take place immediately, but will roll in before long.
☐ A Person For All Seasons
While exposed to the elements, the season always counts as part of the terrain for the purposes
of Geomancy - you can spend hold from Geomancy to make a magical move related to the season.
☐ Terraform
When you reshape the landscape to your whim, spend 1 Geomancy hold and roll+WIS. On a
hit, tell the GM what you’ve changed about your immediate surrounds - mountains rise, rivers
divert, oceans part. On a 7-9, the GM will introduce a dangerous and pressing complication that
your changes bring about.
☐ Elemental Attunement
When you Spout Lore or Discern Realities about the environment or primal magic, on a hit
the GM will also tell you what you notice or know about the subject that would be useful to you
for wielding Geomancy - you take +1 forward to act on that answer.
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The Hivemind
COMPENDIUM CLASS
When you are joined to a group of minds but retain your identity, the next time you level up you
may choose this move:
☐ Assimilate
When you reach out telepathically to subsume a weaker mind, roll+CHA. On a 10+, that
creature is brought into the hive. On a 7-9 also, but choose one:
• Their mind is broken.
• They resist direct control.
• You are made vulnerable to them.
If you have the move Assimilate, the following moves count as class moves for you; you can
choose from them when you level up:
☐ The Swapper
When you concentrate on one of the hive, you may swap bodies with that member of the
Hivemind. You inhabit their body, and they yours. They must agree to the swap.
☐ Might of the Masses
When you call upon the might of the hive, roll+CHA. On a hit, you are invigorated, and gain
hold equal to the number of members of the hive. Spend hold 1-for-1 to increase a roll by 1 (but
not more than once per roll), cure a debility, or regain 1 hp. You lose all hold when your focus is
broken, the hive is displeased or distracted, you otherwise lose connection On a 7-9, some of the
hive enter your mind to help. On a miss, your body is not yours to command.
☐ Mind Vector
When you travel to a civilization the hive has never been before, roll+WIS. On a hit, you
absorb the thoughts of the locals well enough to get along. On a 10+, you are also made aware of
notable local figures who might be vulnerable. On a miss, you are met with hostility and fear, and
everyone around is telepathically made aware of your presence.
☐ Fractured Consciousness
When you shatter yourself and inhabit several bodies at once, you can copy your mind into
several weaker or willing minds. Each copy decreases your INT, WIS, and CHA by -1. Your copies
are your characters - they use your stats and you say what they do. You can only create more
copies so long as one of your INT, WIS, or CHA is +1 or greater.
☐ Distributed Processing
When you would take your last breath while connected to the hive, you may move your
consciousness into the body of another member of the hive. You’ll have to share with that body’s
original occupant.
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The Hunter
COMPENDIUM CLASS
When you dedicate yourself to the eradication of a particular brand of enemy, the next time
you level up you may choose this move:
☐ Favored Enemy
Name the (type of) enemy that you are dedicated to defeating:
• ____________________________________________
When you slay your Favored Enemy, mark XP and mark one Slain. You may spend x Slain to
take +x forward on a roll involving your Favored Enemy. You can’t have more than 3 Slain at a
time, and you can’t have a bonus to a roll greater than +4.
If you have a Favored Enemy, the following moves count as class moves for you, and you can
choose them when you level up.
☐ Nowhere to Run
When you run down your Favored Enemy, roll+CON. On a 10+, choose 2. On a 7-9 choose 1.
• You don’t stray too far from your allies.
• Your target doesn’t make it to favorable terrain.
• You get the drop on them with an attack.
☐ Nowhere to Hide
When you search for your Favored Enemy in familiar terrain, roll+INT. On a 10+, you find
fresh tracks, an active lair, or the enemy themself. On a 7-9, you find a clue to your enemy’s
whereabouts, but they find a clue that you’re looking for them.
☐ Nowhere to Live
When you deal damage to your Favored Enemy, you deal additional damage equal to your
Slain.
☐ Endless Hatred
You can hold up to 5 Slain, but you can’t spend more than 3 on a roll.
☐ Monster Hunter World
When you have the time, safety, and tools, you can turn the corpses of your favored enemies into
weapons and armor. These items have additional tags from your enemies’ tags, the GM will tell
you which.
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The Mutant
COMPENDIUM CLASS
When you are transformed into a genetically unstable creature, the next time you level up you
may choose this move:
☐ Forced Evolution
You have 1 Mutation. When you manifest a beneficial trait, spend 1 Mutation and roll+CON.
On a 10+, you grow or develop that trait. On a 7-9, it happens, but your body painfully contorts to
make it happen - take damage equal to your level. When you consume living biomatter, you get 1
Mutation. You can’t have more than 3 Mutation at one time, and you can’t have more than 3
mutations at one time - if you’d take on a fourth mutation, choose which one you lose.
If you you have Forced Evolution, the following moves count as class moves for you; you can
choose from them when you level up:
☐ Chestburster
When you would take your last breath, if you have at least 1 Mutation, you can spend 1
Mutation to instead have a little mutant burst forth from your body. You immediately die. Your
mutant clone will develop to maturity in a few days. It’s you again, with all your moves and old
level and stats, maybe a few changes.
☐ Kafkaesque
When you spend a week in uninterrupted sleep, you emerge from your cocoon a beautiful,
terrible new thing. You can have 4 Mutation and 4 mutations at once
☐ Survival of the Fittest
When you roll a 12+, you may spend 1 Mutation to immediately manifest a trait, no roll required.
☐ Progenitor
Your mutations can blend animal, plant, fungus, or even alien dna (and qualities) if you’ve
consumed the relevant biomatter.
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The Rider
COMPENDIUM CLASS
When you obtain a mount to ride into battle, the next time you level up, you may choose this
move:
☐ Born to Ride
You have a mount. It has the tag fast and two other tags of your choice that describe it. When you
use your mount’s special qualities to assist you in a roll, mark off which tag you’re using and
take +1 to the roll. When you give your mount the care and attention it needs, it regains all
of its tags.
If you you are Born to Ride, the following moves count as class moves for you; you can choose
from them when you level up:
☐ Cavalier Attitude
Your mount gains the tag armored. When you take damage while on your mount, you can
mark off any tag to ignore the damage completely - your mount takes it instead.
☐ Speed Racer
When you use maximum speed to get somewhere before anyone else, roll+DEX. On a 10+,
you’re there with time to spare - although perhaps not much. On a 7-9, your opponents are
closing in or your mount is compromised in some way, your choice. If you mark off your mount’s
fast tag, you can make this move as though you rolled a 10+.
☐ Knight’s Best Friend
Write a bond with your mount (even if it’s inanimate). When you put yourself in danger to
keep your mount safe, hold 1. Spend hold to have your mount show up anywhere, just when
you need it most.
☐ Reconnaissance Rider
When you Undertake a Perilous Journey and ride ahead, you take +1 to the roll and you can
act as both the scout and trailblazer, using the same roll for both.
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The Spy
COMPENDIUM CLASS
When you are made the secret agent of some group or force, the next time you level up you may
choose this move:
☐ Gather Intelligence
When you case a location for valuable information, roll+INT. On a 10+, you find the where
the information is and remain undetected. On a 7-9, your intrusion has been detected, and
someone is hot on your trail.
If you you have the move Gather Intelligence the following moves count as class moves for you;
you can choose from them when you level up:
☐ Many Faces
When you adopt a new identity, roll+CHA. On a 10+, most people will accept your new
identity without any scrutiny. On a 7-9, you’ll be met with decent suspicion and must earn the
trust of others.
☐ Secret Dossier
When you Spout Lore about a person of importance or power, on a hit, the GM will always
tell you some secret of theirs you can use against them.
☐ In-N-Out
When you infiltrate a guarded location, you always find the secret way in - no one will know
you’re there unless your actions reveal your presence.
☐ Queue
When you use adventurer’s gear, you can mark five uses to produce a device your HQ made just
for the occasion, with the GM’s approval.
☐ I Never Really Was On Your Side
At any time you may remove yourself from the scene. You may reappear at any time, declaring
which GM character you were disguised as, with the GM’s approval.
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☐ Technomagic
Your device is capable of incredible things. It has 3 charges, which it regains at the rate of one per
eight hours. If your device takes damage, it goes offline for 24 hours. When you manipulate a
piece of technology, you may spend 1 charge to upgrade that object or automate its function.
If you have Technomagic, these count as class moves for you; you can choose from them when you
level up:
☐ Light Show
When you command your device to fire, spend 1 charge and it fires defensive
countermeasures. These deal 1d10 damage.
☐ Force Field
When you or your device would take damage, you may spend 1 charge to create a forcefield
and negate that damage.
☐ Sufficiently Advanced Technology
When you ask your device for a magic effect, spend 1 charge and roll+INT. On a 7-9, the GM
tells you what spell your device casts to accomplish the effect you asked for. On a 10+, the effects
are doubled. On a miss, your input must not have been specific enough.
☐ Reconstitution
When you command your device to fix something, spend 1 charge and your target is repaired
or healed of 2d6 damage.
☐ Industrial Revolution
When you integrate your device into another machine, that machine is powerfully upgraded
and gains a new function in line with your device’s properties. The GM will tell you the extent of
the upgrade. Once the upgrade is complete, your device returns to you.
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The Warchief
COMPENDIUM CLASS
When you acquire a gang of violent, warlike minions, the next time you level up you may choose
this move:
☐ Gang Violence
You have a gang, maybe fifteen grunts or so, ready to do violence at your command. It has these tags;
small, savage, hungry. Give your gang a name, or don’t.
Choose 2 strengths:
• You’ve got about thirty gang members - average instead of small
• Your gang knows how to behave - disciplined instead of savage
• Your gang is nomadic, and travels light - add mobile
• Your gang can take care of themselves - stable instead of hungry
• Your gang is well protected - 1 armor
• Your gang has access to arcane secrets - add magical
Choose 1 vulnerability:
• Your gang is loose-knit, and people come and go as they choose
• Your gang is in significant debt to someone powerful
• Your gang is filthy and unwell
• Your gang is fraught with internal power struggles
When you try to get your gang to do what you want, roll+STR. On a hit, they do it. On a 7-9,
choose 1.
• They do exactly as you say.
• They don’t fight back.
• You don’t have to make an example out of anyone.
If you you’ve committed Gang Violence, the following moves count as class moves for you; you
can choose from them when you level up:
☐ Charismatic Leader
You can command your gang with CHA, if you want. You get +1 when you Parley with your gang in
the background.
☐ War Hero
When you sate your gang’s appetite, or lead them to glorious, epic victory, change or add any one tag
for your gang.
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The Wilder
COMPENDIUM CLASS
When you swear to the spirit of the bestial wilds that you will protect the natural world, the
next time you level up you may choose this move:
☐ Wildling
Your soul is sworn to the wilds. When you call out to a beast no stronger than you are, it answers,
and will follow your commands until you call out to another.
If you you are a Wildling, the following moves count as class moves for you; you can choose from
them when you level up:
☐ Uplift
When you touch a willing beast, you may grant it intelligence. Decrease your INT, WIS, and
CHA by 1 until you end this effect. The beast you touched is elevated to sapience and can
communicate, if not in human tongue then by its actions. You can’t uplift more than one beast at a
time.
☐ Menagerie
You can command up to three beasts at once.
☐ Primal Beast
You can call out to, communicate with, and command elementals and spirits of nature. In
addition, when you channel the elements of nature through your bestial companion,
choose an element. That beast manifests that element.
☐ Soul Warden
When a beast dies in your presence, you can keep that beast's soul. When you use a beast’s soul
to empower yourself, release the soul, and you get +1 ongoing to the stat that beast embodies
until the soul departs for the black gates.
https://docs.google.com/document/d/18Bk0bhDfUhiDAXLo6QAm1J-X2Mug-Cll1B_9_OvIOTU/edit 16/16
A Compendium Class by Trevor Murray and Ben K Rosenbloom. CC-BY. Template designed by J.D. Lindsay