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PLAY KIT Version 3.

Designed by Stefan Grambart


Customised by Angelus Morningstar
Dungeon World by Sage LaTorra and Adam Koebel

03 Basic & Special Moves 03 Alchemist


41 GM Guide 07 Artificer
42 Front 09 Barbarian
43 Monsters 11 Bard
44 NPCs 13 Cleric
45 Locations 17 Druid
46 Equipment 19 Enchanter
21 Fighter
23 Immolator
25 Monk
27 Oracle
29 Paladin
31 Ranger
33 Thief
35 Warlock
37 Wizard
CUSTOMISED DUNGEON WORLD PLAYBOOK
BY ANGELUS MORNINGSTAR

Disclaimer

This is not an official Dungeon World product and is not intended for commercial
use. It is available for free use and should have been stored for free on
MorningstarFables.com.

This playbook utilises the official Dungeon World core rules and follows the
original design by Stefan Grambart, but has been customized by Angelus
Morningstar.

Features

Basic and Special Moves: This playbook uses all the basic and special moves as
written in the Dungeon World book.

Classes: It includes all the core Classes found in Dungeon World book: Bard, Cleric,
Druid, Fighter, Immolator, Paladin, Ranger, Thief, and Wizard, as well as the two
official classes of Barbarian and Immolator. It also introduces new homebrew
classes such as the alchemist, the artificer, the enchanter, the monk, the oracle,
and the warlock.
Note: This playbook uses unofficial class icons designed by Angelus Morningstar.

Playable Races: This playbook introduces a sixth playable race known as the
gnome and incorporates the Salamander (introduced in the Immolator class) into
other classes.

GM Guide: The playbook expands upon the GM guide with greater detail.

GM Screen Inserts: The last four pages of this playbook can be printed out as
vertical GM screen inserts.

Format: This version of the playbook uses Letter format and American English
spelling.

Enjoy your adventure, and may your story be a tale worth telling!
Hack & Slash Defy Danger Discern Realities
When you attack an enemy in melee, roll+STR. When you act despite an imminent threat or When you closely study a situation or person,
suffer a calamity, say how you deal with it and roll+WIS.
On a 10+ you deal your damage to the enemy and
roll. If you do it...
avoid their attack. At your option, you may choose On a 10+ ask the GM three questions from the list
to do +1d6 damage but expose yourself to the • by powering through, +STR below. On a 7–9 ask only one. Take +1 forward
enemy’s attack. • by getting out of the way or acting fast, +DEX when acting on the answers.
• by enduring, +CON • What happened here recently?
On a 7–9, you deal your damage to the enemy and
• with quick thinking, +INT • What is about to happen?
the enemy makes an attack against you.
• through mental fortitude, +WIS • What should I be on the lookout for?
BASIC MOVES

Volley • sing charm and social grace, +CHA • What here is useful or valuable to me?
When you take aim and shoot at an enemy at On a 10+, you do what you set out to, the threat • Who’s really in control here?
range, roll+DEX. doesn’t come to bear. • What here is not what it appears to be?

On a 10+ you have a clear shot—deal your damage. On a 7–9, you stumble, hesitate, or flinch: the GM
will offer you a worse outcome, hard bargain, or Spout Lore
On a 7–9, choose one (whichever you choose you ugly choice. When you consult your accumulated knowledge
deal your damage): about something, roll+INT.
• You have to move to get the shot placing you in Defend On a 10+ the GM will tell you something
danger of the GM’s choice When you stand in defense of a person, item, or interesting and useful about the subject relevant
• You have to take what you can get: -1d6 location under attack, roll+CON. to your situation.
damage On a 7–9 the GM will only tell you something
On a 10+, hold 3. On a 7–9, hold 1. interesting—it’s on you to make it useful. The GM
• You have to take several shots, reducing your
ammo by one. So long as you stand in defense, when you or the might ask you “How do you know this?” Tell them
thing you defend is attacked you may spend hold, the truth, now.
Parley 1 for 1, to choose an option:
When you have leverage on a GM character and • Redirect an attack from the thing you defend to
Aid or Interfere
manipulate them, roll+CHA. Leverage is something yourself When you help or hinder someone you have a
they need or want. • Halve the attack’s effect or damage Bond with, roll+Bond with them.
• Open up the attacker to an ally giving that ally On a 10+ they take +1 or -2, your choice.
On a 10+ they ask you for something and do it if
+1 forward against the attacker On a 7–9 you also expose yourself to danger,
you make them a promise first.
• Deal damage to the attacker equal to your level retribution, or cost.
On a 7–9, they need some concrete assurance of
your promise, right now.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
Last Breath Undertake a Perilous Journey End of Session
When you’re dying you catch a glimpse of what When you travel through hostile territory, choose When you reach the end of a session, choose one
lies beyond the Black Gates of Death’s Kingdom one member of the party to act as trailblazer, one your bonds that you feel is resolved (completely
(the GM will describe it). Then roll (just roll, to scout ahead, and one to be quartermaster (the explored, no longer relevant, or otherwise). Ask
+nothing—yeah, Death doesn’t care how tough or same character cannot have two jobs). If you don’t the player of the character you have the bond with
cool you are). have enough party members or choose not to if they agree. If they do, mark XP and write a new
assign a job, treat that job as if it had rolled a 6. bond with whomever you wish.
On a 10+ you’ve cheated death— you’re in a bad
Each character with a job to do rolls+WIS.
spot but you’re still alive. Once bonds have been updated look at your
On a 10+ the quartermaster reduces the number of alignment. If you fulfillled that alignment at least
On a 7–9 Death will offer you a bargain. Take it
rations required by one. once this session, mark XP. Then answer these
and stabilize or refuse and pass beyond the Black
three questions as a group:
Gates into whatever fate awaits you. On a 10+ the trailblazer reduces the amount of
time it takes to reach your destination (the GM • Did we learn something new and important
On a 6-, your fate is sealed. You’re marked as about the world?
will say by how much).
Death’s own and you’ll cross the threshold soon. • Did we overcome a notable monster or enemy?
The GM will tell you when. On a 10+ the scout will spot any trouble quick
• Did we loot a memorable treasure?
enough to let you get the drop on it.
Encumbrance For each “yes” answer everyone marks XP.
On a 7–9 each roles performs their job as
When you make a move while carrying weight up expected: the normal number of rations are Level Up
to or equal to Load, you’re fine. consumed, the journey takes about as long as
expected, no one gets the drop on you but you When you have downtime (hours or days) and XP
When you make a move while carrying weight equal to (or greater than) your current level+7,
don’t get the drop on them either.

SPECIAL MOVES
equal to load+1 or load+2, you take -1. subtract your current level +7 from your XP,
increase your level by 1, and choose a new
When you make a move while carrying weight Recover
greater than load+2, you have a choice: drop at advanced move from your class. If you are the
When you do nothing but rest in comfort and wizard, you also get to add a new spell to your
least 1 weight and roll at -1, or automatically fail.
safety after a day of rest you recover all your HP. spellbook.
After three days of rest you remove one debility of
Make Camp your choice. If you’re under the care of a healer Choose one of your stats and increase it by 1 (this
When you settle in to rest consume a ration; If (magical or otherwise) you heal a debility for may change your modifier). Note that changing
you’re somewhere dangerous decide the watch every two days of rest instead. your Constitution increases your maximum and
order as well. If you have enough XP you may
Level Up. When you wake from at least a few Carouse Trait Modifiers
uninterrupted hours of sleep heal damage equal to
When you return triumphant and throw a big 1-3 -3
half your max HP.
party, spend 100 coin and roll + extra 100s of coin
spent. 4-5 -2
Take Watch 6-8 -1
On a 10+ choose 3. On a 7–9 choose 1. On a miss,
When you’re on watch and something approaches
you still choose one, but things get really out of 9-12 0
the camp, roll+WIS.
hand.
On a 10+ you’re able to wake the camp and 13-15 +1
• You befriend a useful NPC
prepare a response, the camp takes +1 forward. 16-17 +2
• You hear rumors of an opportunity
On a 7–9 you react just a moment too late; the • You gain useful information 18 +3
camp is awake but hasn’t had time to prepare. You • You are not entangled, ensorcelled, or tricked
have weapons and armor but little else. current HP. Ability scores can’t go higher than 18.
On a 6- whatever lurks outside the campfire’s Recruit
light has the drop on you. When you put out word that you’re looking to hire Outstanding Warrants
help, roll. If you make it known... When you return to a civilized place in which
Bolster • ...that your pay is generous, take +1 you’ve caused trouble before, roll+CHA.
When you spend your leisure time in study, • ...what you’re setting out to do, take +1 On a 10+, word has spread of your deeds and
meditation, or hard practice, you gain preparation. • ...that they’ll get a share of whatever you find, everyone recognizes you.
If you prepare for a week or two, 1 preparation. If take +1
you prepare for a month or longer, 3 preparation. On a 7–9, that, and, the GM chooses a
If you have a useful reputation around these parts complication:
When your preparation pays off spend 1
take an additional +1.
preparation for +1 to any roll. You can only spend • The local constabulary has a warrant out for
one preparation per roll. On a 10+ you’ve got your pick of a number of your arrest
skilled applicants, your choice who you hire, no • Someone has put a price on your head
Supply penalty for not taking them along. • Someone important to you has been put in a
When you go to buy something with money on On a 7–9 you’ll have to settle for someone close or bad spot as a result of your actions
hand, if it’s something readily available in the turn them away.
settlement you’re in, you can buy it at market
price. If it’s something special, beyond what’s On a 6- someone influential and ill-suited declares
usually available here, or non-mundane, roll+CHA. they’d like to come along (a foolhardy youth, a
loose-cannon, or a veiled enemy, for example),
On a 10+ you find what you’re looking for at a fair bring them and take the consequences or turn
price. them away. If you turn away applicants you take -1
forward to Recruit.
On a 7–9 you’ll have to pay more or settle for
something similar.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
GNOME: Fizzle, Bramble, Lixie, Jinx, Gizmo, Tinker, Wizzle HUMAN: Albert, Elara, Cedric, Morgana, Victor, Hazel, Beatrice
HALFLING: Pippin, Lily, Faelen, Bram, Cora, Tansy, Elinor
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE ALCHEMIST
Choose one for each, or write your own:
Good
EYES: Analytical, enigmatic, intense, hazy
Purify or neutralize a harmful substance.
SCENT: Pungent, acrid, aromatic, mystic
HIT POINTS
BODY: Lean, stooped, agile, frail Evil
OUTFIT: Tattered, eccentric, tunic Max (6 + Constitution) Infect something with a contagion or toxin.

Chaotic
Demonstrate elemental dominance.

Custom
DAMAGE

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON has seen my most valuable
formula and now owes me for my trust.

has dealt with me before,


and I need to repay their kindness.

has learned a thing or two


Intelligence Wisdom Charisma from me; they should be grateful.

doesn't understand the true


Stunned -1 Confused -1 Scarred -1 power of alchemy, but I'll show them what it can
INT WIS CHA achieve.

STARTING MOVES RACE


Transmutation Circle Elemental Foundations Gnome
When you draw an arcane circle it is You have mastered one of the alchemical You can conjure a simple invisible construct
capable of allowing alchemical elements. You have learned to bend and that can do nothing but simple tasks and
transmutations, roll+INT. shape the substances and forces of one of carry items (Load 3).
them. This is your Elemental Domain -
On a 10+, the circle is perfect and will hold
3 charges.
choose which one: Halfling
Roaring Fire You have complete immunity to all poisons,
On a 7-9, it's functional but holds only 1 and can identify them by taste.
charge. Surging Water

On a 6-, the circle is flawed, and backfires. Booming Thunder Human


It creates some wild effect described by the Billowing Air Gain a +1 ongoing to any rolls that involve
GM. improvising with limited resources.
Gentle Earth
You may spend these alchemical charges on
various effects defined by other moves. If Unyielding Stone Custom
you leave or otherwise lose contact with the Harrowing Metal Choose any race and ability.
circle, you lose all charges. To prepare a
circle, you need a minute to draw one on a Glistening Ice
suitable surface. At every odd level (3rd, 5th, 7th, 9th), choose
an additional Elemental Domain.
Gilded Eye
When you analyze a material substance, you Brew Potion
can ask the GM what it is made of and what When you spend an alchemical charge, you
it’s properties are, and the GM will answer can take the essence of your Elemental
honestly. Domain and infuse it into a potent potion.
When you Discern Realities you can ask Each potion has 1 weight. The GM will give
"What here is useful or valuable to me?" for it a tag based on the choice of element.
free, even on a 6-. • Air: ignore difficult terrain
• Stone: +1 Armour
• Fire: +2 damage
• Water: breathe underwater
• Earth: heal 1d8 damage.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.
Spent

Elemental Command Lightning in a Bottle


Choose an additional Elemental Domain, When you Brew Potions, you can store an
RATIONS which you can manipulate. effect from your Elemental Domains in a
flask with an alchemical charge. You can

THE ALCHEMIST
Consumed
Silver Tongue spend multiple charges to store the same
element multiple times in a a single flask.
You may also add your level to your
Charisma when Charisma would reduce the The GM will provide you with a move based
Buying Price of something. on the element, which is applied when
AMMO unstopped.
Cast-iron Stomach • Fire: ignite a fire or illuminate
Lost
You have the ability to consume alchemical surroundings.
matter and don’t need to eat or drink. If a • Lightning: release a bolt for 1d6 damage.
move tells you to mark off a ration, just • Water: create a plentiful source of
ignore it. water.
GEAR
• Air: generate a powerful blast of wind.
Max Load Half Metal
100 Coin, 5 Rations, 3 Ammo = 1 weight (10 + STR) When you spend an alchemical charge, you Golden Handshake
Starting Gear: can manipulate the properties of materials When you spend an alchemical charge, you
within your circle, they change at your can transmute base matter into something
A Bag of Books (5 uses, 2 weight)
touch. valuable, either Coin or Rations. Roll 2d6 to
Leather Armour (1 Armour, worn, 1 weight) determine the number of Coins or Rations
You can spend charges within the circle, and
Healing Potion (0 weight) choose one of the following simple effects to you create.
apply to a material substance:
3 Potions (1 weight each), each has one an effect
• Brittle and prone to shattering
Fortified Body
from the Brew Potions move.
• Exceptionally hard and resistant Your experiments have imbued you with
Choose your armament:
• Malleable and easily shaped unnatural resilience against the elements.
Dagger (hand, 1 weight) You have +2 Armour from all of your
• Weakened and corroded
Elemental Domains.
Staff (close, two-handed, 1 weight) • Transparent and see-through

Careful Inscription
Bold as Brass
Your transmutation circles now hold an
You can spend an alchemical charge with
additional charge.
your attack to roll 2d6 for your damage.

When you gain a level from 6-10, you may choose from these moves.

Tempest in a Teacup Homunculus


Requires: Lightning in a Bottle When you create a sentient homunculus
You may now store greater elemental within a bottle using your Transmutation
effects. Upon releasing elemental brew, Circle, you create a small hominid
choose 1: abomination. Treat this as a character, but
with access to only the basic moves. It has a
• The effects are doubled. +1 modifier for all stats and 1 HP.
• The targets are doubled.
Other Gear: You can invest more charges to imbue the
Treated Materials homunculus with one or more of the
following qualities. Each charge spent adds a
Replaces: Careful Inscription unique quality to the homunculus.
Your transmutation circles now holds two • The homunculus is talented, granting it
more additional charges, even on a 6-. a +2 modifier to one chosen stat.
• The homunculus is vital, +2 HP.
Fortified Body • The homunculus can carry 12 Load.
Your experiments have imbued you with • The homunculus is can independently
resilience against the elements. You have +2 carry out complex tasks.
Armour for elemental damage.
Elemental Form
Elemental Mastery Requires: Fortified Body
Requires: Elemental Command
When you assume an elemental form,
Choose an additional Elemental Domain, roll+INT. On a 10+ hold 3. On a 7-9 hold 2.
which you can manipulate. On a 6- hold 1, but the GM gives you some
problems.
Midas Touch
The GM will assign special moves relevant to
Requires: Golden Handshake to your new form, and you may spend 1 hold
Your touch reshapes a creature with fewer to use one. If you run out of hold (or at any
hit points than your level into raw material time at will), return to your original form.
substance, effectively killing them. This • Fire: Engulf with flame or Project fiery
requires the expenditure of an alchemical darts
charge, and the GM might require a Defy
• Water: Pass through gaps or Ignore
Danger roll to land the touch, depending on
harm
the circumstance.
• Earth: Travel through soil or Immobilize
enemies
• Air: Take flight or Move unseen

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
DWARF: Thrain, Balfor, Glim, Orik, Fargrim, Thorbin, Yarik HUMAN: Eliza, Robert, Sarah, James, Annabelle, Victor, Clara
GNOME: Fizzle, Glim, Nackle, Wren, Mipsy, Sprocket, Tink
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE ARTIFICER
Choose one for each, or write your own:
Neutral
EYES: Inquisitive, bright, analytical, glimmering
Secure a fair trade or business deal.
HAIR: Tousled, oily, wild, bald
HIT POINTS
BODY: Rotund, nimble, muscular, lithe Lawful
OUTFIT: Robes, leather vest, apron Max (4 + Constitution) Repair or restore something of tradition.

Chaotic
Cause a contraption to go haywire
intentionally.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON shares a deep fascination
with the mysteries of ancient technologies.

has clashed with me in the


past over differing views on magic and technology.

holds me in debt for saving


Intelligence Wisdom Charisma me from a perilous situation.

has been entrusted with


Stunned -1 Confused -1 Scarred -1 one of my devices, and I want to see it in action.
INT WIS CHA

STARTING MOVES RACE


Craft Contraptions Activate Contraption Dwarf
When you spend uninterrupted time (an When you activate a readied Contraption, When in direct contact with earth or stone,
hour or so) in a location equipped with the describe its function, roll+INT. For every take +1 ongoing to detect hidden doors or
necessary materials and resources, you can level of overbear, take -1. traps.
craft contraptions.
On a 10+, ignore both the awkward and
All contraptions begin with the awkward, dangerous tags. On a 7-9, ignore only 1 of Gnome
dangerous, requires Artificer, and 1 use those tags. The GM applies consequences The first time you pick up and hold an
tags. In addition choose one of the based on remaining tags. object each day, you gain brief insights into
following tags: its recent use or function.
• Beacon: send a message Omni-tool-device
• Decoy: distracts or annoys This tool is a versatile marvel. When Human
• Projectile: lob a payload activated, it can mirror the function of When you Supply for materials and
almost any basic tool or equipment mundane equipment, take +1 ongoing.
You can enhance your contraption with
required, functioning like Dungeon Gear.
additional feature tags. Each feature tag
costs 5 Coins worth of materials and adds 1 It has your level +2 uses (this resets during Custom
weight. You can safely add a number of Craft Contraptions). Choose any race and ability.
function tags equal to your level. Every tag
beyond this is a level of overbear. Boomstick
You have access to the current tags as This firearm is a unique weapon you
feature tags: possess, which you can fire shot through
the Volley move.
• Bright: creates a brilliant light
• Forceful: can knock back or down I has the two-handed, reach, loud, reload,
• Loud: creates a loud noise requires Artificer, & 3 uses tags. Each
• Messy: causes indiscriminate damage attack with the weapon consumes one use,
• Stun: causes stun damage which resets when you Craft Contraptions.
• +1 use: increase use by 1 Your Boomstick is also equipped with a
Note: Add the contraption to your equipment launch device allowing you to fire projectile
list, noting all tags and it’s overbear level if it contraptions with the Volley action. This
has any. does not consume one a use.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Gyvering Gel Infusion


When you Defy Danger with improvised You have learned how to manipulate viscous
RATIONS materials, use INT and take +1 forward. gels. You now have access to the following
Explain how you used these materials to base tag for contraptions:

THE ARTIFICER
Consumed exploit a situational advantage. • Snare: trap or capture
You also have access to the following
Proficient Mechanic function tag for contraptions:
When you Discern Realities or Spout Lore
AMMO about anything mechanical or structural,
• Acidic: coats with corrosive liquid
take +1. • Oily: releases a slick of grease
Lost • Sticky: releases a glob of adhesive
Mechanical Advantage
Block by Block
Whenever you deal damage, roll twice and
take the better result. You have a schematic for an automatically
GEAR deploy-able wall. You now have access to
My Little Friend the following base tag for contraptions:
Max Load
100 Coin, 5 Rations, 3 Ammo = 1 weight (10 + STR) Replace the reach and 3 uses tags on your • Barricade: hinders or slows
Starting Gear: Boomstick with near and 4 uses. You also have access to the following
function tag for contraptions:
An Artificer’s Codex (0 weight)
Work Smart Not Hard • Spiky: deals damage back
Artificer's Tools (1 weight): Includes a variety of Your ingenuity allows you to distribute • Spongy: resistant to impact damage
small tools. weight cleverly, and your max Load is • Rigid: resistant to sharp damage
All 3 of your starting Gadgets (0 weight each). determined by 10+INT not 10+STR.

20 Coin
Locked and Loaded
Arcane Dabbler You’ve mastered the fundamentals of
Leather Armour (1 Armour, 1 weight) Your latent arcane talent enables you to explosives. You now have access to the
infuse your contraptions with following base tag for contraptions:
Crossbow (near, +1 damage, reload, 3 weight)
enchantments. Choose one spell from the
• Incendiary: detonates upon a trigger
A Bundle of Arrows (3 ammo, 1 weight) Cleric or Wizard lists, and you can craft a
contraption that replicates its effect. You also have access to the following
Choose one: function tag for contraptions:
However, the spell's level must be lower
A Bag of Books (5 uses, 2 weight) than your current level. • Area: affect targets in proximity
A Bundle of Arrows (3 ammo, 1 weight) • Fiery: burns those in range
Healing Potion (0 weight) • Smokey: emits thick smoke

When you gain a level from 6-10, you may choose from these moves.

Big Bertha Ride the Lightning


Replaces: My Little Friend Requires: Locked and Loaded
Replace the near tag with the far tag and You’ve mastered the the properties of
the 4 uses tag with the 5 uses tag on your fulmonry. You also have access to the
Boomstick. Remove the reload tag. following function tag for contraptions:
• Aimed: +1 to ranged attacks
Other Gear: Arcane Expert • Magnetic: attracts or repels metal
Requires: Arcane Dabbler • Shocking: delivers an electric shock
You can now choose a second spell from the
Cleric or Wizard lists, and you can craft a Advanced Gels
contraption that replicates its effect. The Requires: Gel Infusion
spell's level must be lower than your
You’ve tempered gels enough that they can
current level.
have stranger properties. You also have
access to the following function tag for
Supreme Engineer contraptions:
Your contraptions can hold your 2 more
• Bouncy: coats with elastic surface
feature tags before it starts going into
• Calcify: rapid covering of minerals
overbear.
• Icy: bursts with a cold blast
Resourceful Engineer
Anathema
Each feature tag only costs 3 Coins to
attach during Craft Contraptions. You’ve unlocked the ability to have abilities
keyed to specific classes of creatures. You
now have access to the following function
tags for contraptions:
• Bane: effective against a specific race
• Ward: hampers a specific race

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
NAMES: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, TITLES: the Glorious, the Hungry, the Irascible, the Undefeated, the
Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All-
Level Up at current lvl + 7
Thra-raxes, Sillius, Sha-Sheena, Khamisi Mighty, the Giant, the Triumphant

LOOK ARMOUR ALIGNMENT


THE BARBARIAN
Choose one for each, or write your own:
Chaotic
EYES: Tormented, haunted, wild, shrouded
Eschew a convention of the civilized world.
DECORATION: Tattoos, bejewelled, unmarred
HIT POINTS
BODY: Mighty thews, long shanks, scrawny Neutral
CLOTHES: Scraps, silks, scavenger’s outfit Max (8 + Constitution) Teach someone the ways of your people.

Evil
Abandon someone weaker than you to their
fate.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON is puny and foolish, but
amusing to me.

is always getting into


trouble - I must protect them from themselves.

’s ways are strange and


Intelligence Wisdom Charisma confusing.

shares my hunger for glory;


Stunned -1 Confused -1 Scarred -1 the earth will tremble at our passing!
INT WIS CHA

STARTING MOVES RACE


Choose one of these to start with:
Herculean Appetite Outsider
Full Plate and Packing Others may content themselves with just a You may be elf, dwarf, halfling, or human,
You ignore the clumsy tag on armor you taste of wine, or dominion over a servant or but you and your people are not from
wear. two, but you want more. around here.
Choose two appetites. While pursuing one At the beginning of each session, the GM
Unencumbered, Unharmed of your appetites if you would roll for a will ask you something about your
So long as you are below your Load and move, instead of rolling 2d6 you roll homeland, why you left, or what you left
neither wear armor nor carry a shield, take 1d6+1d8. behind. If you answer them, mark XP.
+1 Armour.
If the d6 is the higher die of the pair, the
GM will also introduce a complication or
You also start with all of these:
danger that comes about due to your
heedless pursuits.
The Upper Hand
Pure destruction
You take +1 ongoing to Last Breath rolls. On
a 7-9 you make an offer to Death in return Power over others
for your life. If Death accepts he will return
you to life. If not, you die. Mortal pleasures

Conquest
What are you Waiting For?
Riches and property
When you cry out a challenge to your
enemies, roll+CON. Fame and glory

On a 10+ they treat you as the biggest


threat to be dealt with and ignore your
Musclebound
companions, take +2 damage ongoing While you wield a weapon it gains the
against them. forceful and messy tags.

On a 7-9 only a few (the weakest or most


foolhardy) fall prey to your taunting.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Still Hungry Khan of Khans


Choose an additional appetite. Your hirelings always accept the gratuitous
RATIONS fulfilllment of one of your appetites as
Appetite For Destruction payment.

THE BARBARIAN
Consumed
Take a move from the Fighter, Bard, or
Thief class list. You may not take multiclass Samson
moves from those classes. You may take a debility to immediately
break free of any physical or mental
AMMO My Love for You is Like a restraint.
Truck
Lost
Choose an additional appetite.
Smash!
When you Hack & Slash, on a 12+ deal your
What is Best in Life damage and choose something physical
your target has (a weapon, their position, a
GEAR You’ve traveled the wide world over. When
limb): they lose it.
you arrive someplace ask the GM about any
Max Load (8 important traditions, rituals, and so on,
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR)
they’ll tell you what you need to know.
Indestructible Hunger
Starting Gear: When you take damage you can choose to
Dungeon Rations (5 uses, 1 weight) Wide-Wanderer take -1 ongoing until you sate one of your
appetites instead of taking the damage. If
You’ve traveled the wide world over. When
Dagger (hand, 1 weight) you already have this penalty you cannot
you arrive someplace ask the GM about any
choose this option.
Some Token of where you’ve traveled or where important traditions, rituals, and so on,
you’re from. they’ll tell you what you need to know.
Eye For Weakness
Choose your armament:
Usurper When you Discern Realities add "What here
Axe (close, 1 weight) is weak or vulnerable?" to the list of
When you prove yourself superior to a
Two-handed Sword (close, +1 damage, 2 questions you can ask.
person in power, take +1 forward with their
weight) followers, underlings, and attache.
Choose one:
On the Move
When you Defy Danger caused by
Adventuring Gear (5 uses, 1 weight), &
movement (maybe falling off a bridge or
Dungeon Rations (5 uses, ration, 1 weight)
rushing past an armed guard) take +1.
Chainmail (1 Armour, worn, 1 weight)

When you gain a level from 6-10, you may choose from these moves.

A Good Day to Die More! Always More!


As long as you have less than your CON in When you satisfy an appetite to the
current HP (or 1, whichever is higher) take extreme (destroying something unique and
+1 ongoing. significant, gaining enormous fame, riches,
power, etc.) you may choose to resolve it.
Kill ‘Em All Cross it off the list and mark XP. While you
Requires: Appetite for Destruction may pursue that appetite again, you no
Take another move from the Fighter, Bard, longer feel the burning desire you once did.
Other Gear: or Thief class list. You may not take In its place, choose a new appetite from the
multiclass moves from those classes. list or write your own.

War Cry The One Who Knocks


When you enter the battle with a show of When you Defy Danger, on a 12+ you turn
force, roll +CHA. the danger back on itself, the GM will
describe how.
On a 10+ both, on a 7-9 one or the other.
• Your allies are rallied and take +1 Healthy Distrust
forward. Whenever the unclean magic wielded by
• Your enemies feel fear and act mortal men causes you to Defy Danger,
accordingly (avoiding you, hiding, treat any result of 6- as a 7–9.
attacking with fear-driven abandon)
For the Blood God
Mark of Might You are initiated in the old ways, the ways
When you take this move and spend some of sacrifice. Choose something your gods
uninterrupted time reflecting on your past (or the ancestor spirits, or your totem, etc)
glories, you may mark yourself with a value—gold, blood, bones or the like. When
symbol of your power (a long braid tied you sacrifice those things as per your rites
with bells, ritual scars or tattoos, etc.) Any and rituals, roll+WIS.
intelligent mortal creature who sees this
symbol knows instinctively that you are a On a 10+ the GM will grant you insight into
force to be reckoned with and treats you your current trouble or a boon to help you.
appropriately. On a 7-9 the sacrifice is not enough and
your gods take of your flesh as well, but
still grant you some insight or boon.

On a 6-, you earn the ire of the fickle


spirits.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
ELF: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell HUMAN: Baldric, Leena, Willem, Florian, Seraphine, Quorra, Ramonde
HALFLING: Bodo, Danna, Fael, Linnie, Milo, Piper, Tansy
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE BARD
Choose one for each, or write your own:
Good
EYES: Knowing, fiery, joyous
Perform your art to aid someone else.
VOICE: Melodic, hypnotic, captivating
HIT POINTS
BODY: Fit, well-fed, thin Neutral
CLOTHES: Finery, travelling, poor Max (6 + Constitution) Avoid a conflict or defuse a tense situation.

Chaotic
Spur others to significant and unplanned
decisive action.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON has adventured with me
before.

does not trust me, and for


good reason.

has been the subject of my


Intelligence Wisdom Charisma songs, long before I ever met them in person.

has great adventures, and


Stunned -1 Confused -1 Scarred -1 I’m composing them into a ballad.
INT WIS CHA

STARTING MOVES RACE


Arcane Art Bardic Lore Elf
When you weave a performance into a basic Choose an area of expertise: When you enter an important location (your
spell, choose an ally and an effect, & Spells and Magicks call) you can ask the GM for one fact from
roll+CHA: the history of that location.
The Dead and Undead
• Heal 1d8 damage.
• +1d4 forward to damage. Grand Histories of the Known World Halfling
• Their mind is shaken clear of one A Bestiary of Creatures Unusual People find you nonthreatening. When you
enchantment. use Charming and Open ask two questions,
• The next time someone successfully The Planar Spheres but only answer one.
assists the target with aid, they get +2 Legends of Heroes Past
instead of +1. Human
Gods and their Servants
On a 10+, the ally gets the selected effect. When you first enter a civilized settlement,
When you first encounter an important someone who respects minstrels will take
On a 7-9, your spell still works, but you creature, location, or item (your call) you in as their guest.
draw unwanted attention or your magic covered by your bardic lore you can ask the
affects other targets as well, GM’s choice. GM any one question about it; the GM will Custom
answer truthfully. The GM may then ask
Charming & Open you what tale, song, or legend you heard
Choose any race and ability.

When you speak frankly with someone, you that information in.
can ask their player a question from the list
below. They must answer it truthfully, then A Port in the Storm
they may ask you a question from the list When you return to a civilized settlement
(which you must answer truthfully). you’ve visited before, tell the GM when you
• Whom do you serve? were last here. They’ll tell you how it’s
• What do you wish I would do? changed since then.
• How can I get you to do something?
• What are you really feeling right now?
• What do you most desire?

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Healing Song Eldritch Tones


When you heal with Arcane Art, you heal Your Arcane Art is strong, allowing you to
RATIONS +1d8 damage. choose two effects instead of one.

THE BARD
Consumed
Vicious Cacophony Duelist’s Parry
When you grant bonus damage with Arcane When you Hack & Slash, you take +1 Armor
Art, you grant an extra +1d4 damage. forward.

AMMO It Goes To Eleven Bamboozle


When you unleash a crazed performance (a When you Parley with someone, on a 7+ you
Lost
righteous lute solo or mighty brass blast, also take +1 forward with them.
maybe) choose a target who can hear you
and roll+CHA. Multiclass Dabbler
GEAR On a 10+ the target attacks their nearest Get one move from another class. Treat
ally in range. your level as one lower for choosing the
Max Load (9 move.
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) On a 7-9 they attack their nearest ally, but
you also draw their attention and ire.
Starting Gear: Multiclass Initiate
Choose one, all are weight 0 for you: Metal Hurlant Get one move from another class. Treat
Your father’s Mandolin, repaired your level as one lower for choosing the
When you shout with great force or play a move.
A fine Lute, a gift from a noble shattering note choose a target and
The Pipes you courted your first love with. roll+CON.
A Little Help From My
A stolen Horn On a 10+ the target takes 1d10 damage and Friends
A Fiddle, never before played is deafened for a few minutes. When you successfully aid someone you
A Songbook in a forgotten tongue On a 7-9 you still damage your target, but take +1 forward as well.
Choose your clothing: it’s out of control: the GM will choose an
Leather Armour (1 Armour, worn, 1 weight) additional target nearby.

Ostentatious Clothes (worn, 0 weight)


Choose your armament:
When you gain a level from 6-10, you may choose from these moves.
Dueling Rapier (close, precise, 2 weight)
Worn Bow (near, 2 weight), Healing Chorus An Ear For Magic
Bundle of Arrows (3 ammo, 1 weight), & Replaces: Healing Song When you hear an enemy cast a spell the
Short Sword (close, 1 weight) When you heal with Arcane Art, you heal GM will tell you the name of the spell and
+2d8 damage. its effects. Take +1 forward when acting on
Choose one:
the answers.
Adventuring Gear (5 uses, 1 weight)
Vicious Blast
Bandages (3 uses, slow, 0 weight) Devious
Replaces: Vicious Cacophony
Halfling Pipeleaf (6 uses, 0 weight) When you use Charming & Open you may
When you grant bonus damage with Arcane also ask “How are you vulnerable to me?”
3 Coins
Art, you grant an extra +2d4 damage. Your subject may not ask this question of
you.
Unforgettable Face
Other Gear: When you meet someone you’ve met before Duelist's Block
(your call) after some time apart you take Replaces: Duelist’s Parry
+1 forward against them.
When you Hack & Slash, you take +2
Armour forward.
Reputation
When you first meet someone who’s heard Con
songs about you, roll+CHA.
Replaces: Bamboozle
On a 10+, tell the GM two things they’ve
When you Parley with someone, on a 7+
heard about you.
you also take +1 forward with them and get
On a 7-9, tell the GM one thing they’ve to ask their player one question which they
heard, and the GM tells you one thing. must answer truthfully.

Eldritch Chord Multiclass Master


Replaces: Eldritch Tones Get a move from another class. Treat your
level as one lower for choosing the move.
When you use Arcane Art, you choose two
effects. You also get to choose one of those
effects to double.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
DWARF: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helg HUMAN: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore
HALFLING: Elira, Toben, Lila, Bramble, Wynna, Tansy, Finnian
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE CLERIC
Choose one for each, or write your own:
Good
EYES: Kind, sharp, sad
Endanger yourself to heal another.
HAIR: Strange, tonsure, bald
HIT POINTS
BODY: Thin, knobby, flabby Lawful
CLOTHES: Flowing robes, habit, common Max (8 + Constitution) Endanger yourself following the precepts of
your church or deity.

Evil
Harm another to prove the superiority of
your church or deity.
DAMAGE
Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON has insulted my deity; I do
not trust them..

is in constant danger, will


keep them safe.

is a good and faithful


Intelligence Wisdom Charisma person; I trust them implicitly.

is wayward in their beliefs,


Stunned -1 Confused -1 Scarred -1 I will bring them to my faith.
INT WIS CHA

STARTING MOVES RACE


Servant of the Divine Cast a Spell Dwarf
You serve and worship some deity or power When you unleash a divine spell, roll+WIS. When you Commune you are also granted a
which grants you spells. Give your god a version of Words of the Unspeaking as a
On a 10+, the the spell is cast.
name and choose their domain: rote which only works on stone.
Healing and Restoration On a 7-9, the spell is cast, but choose 1:
• You draw unwanted attention or make Halfling
Bloody Conquest
life difficult. The GM will say how. Food and drink are ceremonial. In addition
Civilization • Your deity is distant; take -1 ongoing to to your religion’s petition, you can also
Cast a Spell until you Commune. Petition: Epicurean Delights.
Knowledge and Hidden Things
• The spell is revoked. You cannot cast it
The Downtrodden and Forgotten again until you Commune. Human
What Lies Beneath Note: that maintaining spells with ongoing Your faith is diverse. Choose a wizard spell
effects can cause a penalty to your roll to cast to use as a cleric spell.
Choose one practice of your dedication: a spell.
Penitent - add Petition: Suffering
Divine Guidance Custom
Insular - Petition: Gaining Secrets Choose any race and ability.
When you petition your deity according to
Sacrificial rites - Petition: Offering the precept of your religion, you are
granted some useful knowledge or boon
Militant - Petition: Personal Victory
related to your deity’s domain. The GM will
tell you what.
Turn Undead
When you hold your holy symbol aloft and Commune
call on your deity, roll+WIS.
When you spend uninterrupted time (an
On a 7-9, as long as you pray and brandish hour or so) in quiet contemplation with
your symbol, undead cannot come within your deity, you:
reach. • Lose all current spells.
On a 10+, you also momentarily daze • Choose new spells - their total levels
intelligent undead and cause mindless cannot exceed your level +1, and none
undead to flee - but aggression breaks the can be a higher level than your own.
effects. • Prepare all of your rotes (don’t count to
limit).

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Chosen One Divine Intervention


Choose one spell. You are granted that spell When you Commune you get 1 hold and lose
RATIONS as if it was one level lower. any hold you already had.

THE CLERIC
Spend that hold when you or an ally takes
Consumed
Invigorate damage to call on your deity, they intervene
When you heal someone they take +2 with an appropriate manifestation (a
forward to their damage. sudden gust of wind, a lucky slip, a burst of
light) and negate the damage.
AMMO The Scales of Life and Death
When someone takes their Last Breath in Penitent
Lost
your presence, they take +1 to the roll. When you take damage and embrace the
pain, you may take +1d4 damage (ignoring
Serenity Armor). If you do, take +1 forward to cast a
spell.
GEAR When you Cast a Spell you ignore the first
-1 penalty from ongoing spells.
Max Load Orison For Guidance
100 Coin, 5 Rations, 3 Ammo = 1 weight (10 + STR)
First Aid When you sacrifice something of value to
Starting Gear: Cure Light Wounds is a rote for you, and your deity and pray for guidance, your
therefore doesn’t count against your limit deity tells you what it would have you do. If
A Symbol of the Divine (1 weight), describe it.
of granted spells. you do it, mark experience.
Dungeon Rations (5 uses, ration, 1 weight)

Choose your defenses: Empower Divine Protection


When you Cast a Spell, on a 10+ you have When you wear no armor or shield you get
Chainmail (1 Armour, worn, 1 weight)
the option of choosing from the 7–9 list. If 2 Armour.
Shield (+1 Armour, 2 weight)
you do, you may choose one of these effects
Choose your armament:
as well: Devoted Healer
Warhammer (close, 1 weight) • The spell’s effects are doubled When you heal someone else of damage,
Mace (close, 1 weight) • The spell’s targets are doubled add your level to the amount of damage
Staff (close, two-handed, 1 weight), & healed.
Bandages (3 uses, slow, 0 weight)
Choose one:
When you gain a level from 6-10, you may choose from these moves.
Adventuring Gear (5 uses, 1 weight), &
Dungeon Rations (5 uses, ration, 1 weight) Anointed Martyr
Healing Potion (0 weight) Requires: Chosen One Replaces: Penitent
Choose one spell in addition to the one you When you take damage and embrace the
picked for Chosen One. You are granted pain, you may take +1d4 damage (ignoring
that spell as if it was one level lower. Armor).

If you do, take +1 forward to Cast a Spell


Apotheosis and add your level to any damage done or
The first time you spend time in prayer as healed by the spell.
appropriate to your god after taking this
move, choose a feature associated with Divine Armor
your deity (rending claws, wings of
Other Gear: sapphire feathers, an all-seeing third eye,
Replaces: Divine Protection
etc.). When you emerge from prayer, you When you wear no armor or shield you get
permanently gain that physical feature. 3 Armour.

Reaper Greater Empower


When you take time after a conflict to Replaces: Empower
dedicate your victory to your deity and When you Cast a Spell, on a 10-11 you have
deal with the dead, take +1 forward. the option of choosing from the 7–9 list. If
you do, you may choose one of these effects
Providence as well.
Replaces: Serenity On a 12+ you get to choose one of these
You ignore the -1 penalty from up to two effects for free.
spells you maintain. If you maintain more • The spell’s effects are doubled
than two you take normal penalties.
• The spell’s targets are doubled

Divine Invincibility Greater First Aid


Replaces: Divine Intervention
Requires: First Aid
When you Commune you gain 2 hold and
Cure Moderate Wounds is a rote for you,
lose any hold you already had.
and therefore doesn’t count against your
Spend that hold when you or an ally takes limit of granted spells.
damage to call on your deity, who
intervenes with an appropriate Multiclass Dabbler
manifestation (a sudden gust of wind, a Get one move from another class. Treat
lucky slip, a burst of light) and negates the your level as one lower for choosing the
damage. move.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
ROTES
You prepare all of your rotes every time you Commune without having to select them or count them toward your allotment of spells.

Light Sanctify Guidance


Rote Rote Rote
CLERIC SPELLS
An item you touch glows with arcane light, Food or water you hold in your hands while The symbol of your deity appears before
about as bright as a torch. It gives off no you cast this spell is consecrated by your you and gestures towards the direction or
heat or sound and requires no fuel, but it is deity. In addition to now being holy or course of action your deity would have you
otherwise like a mundane torch. You have unholy, the affected substance is purified take then disappears. The message is
complete control of the color of the flame. of any mundane spoilage. through gesture only; your communication
The spell lasts as long as it is in your through this spell is severely limited.
presence.

FIRST LEVEL SPELLS

Bless Cause Fear Sanctuary


1st Level (ongoing) 1st Level (ongoing) 1st Level
Your deity smiles upon a combatant of Choose a target you can see and a nearby As you cast this spell, you walk the
your choice. They take +1 ongoing so long object. The target is afraid of the object so perimeter of an area, consecrating it to
as battle continues and they stand and long as you maintain the spell. Their your deity. As long as you stay within that
fight. While this spell is ongoing you take reaction is up to them: flee, panic, beg, area you are alerted whenever someone
-1 to cast a spell. fight. While this spell is ongoing you take acts with malice within the sanctuary
-1 to cast a spell. You cannot target entities (including entering with harmful intent).
Cure Light Wounds with less than animal intelligence (magical Anyone who receives healing within a
constructs, undead, automatons, and the sanctuary heals +1d4 HP.
1st Level
like).
At your touch wounds scab and bones Speak With Dead
cease to ache. Heal an ally you touch of Magic Weapon
1d8 damage. 1st Level
1st Level (ongoing) A corpse converses with you briefly. It will
Detect Alignment The weapon you hold while casting does answer any three questions you pose to it
+1d4 damage until you dismiss this spell. to the best of the knowledge it had in life
1st Level
While this spell is ongoing you take -1 to and the knowledge it gained in death.
When you cast this spell choose an cast a spell.
alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect
that alignment. The GM will tell you what
here is of that alignment.

THIRD LEVEL SPELLS

Animate Dead Resurrection Cure Moderate Wounds


3rd Level (ongoing) 3rd Level 3rd Level
You invoke a hungry spirit to possess a Tell the GM you would like to resurrect a You staunch bleeding and set bones
recently-dead body and serve you. This corpse whose soul has not yet fully through magic. Heal an ally you touch of
creates a zombie that follows your orders departed this world. Resurrection is always 2d8 damage.
to the best of its limited abilities. Treat the possible, but the GM will give you one or
zombie as a character, but with access to more (possibly all) of these conditions to Darkness
only the basic moves. It has a +1 modifier fulfilll:
3rd Level (ongoing)
for all stats and 1 HP. The zombie also gets • It’s going to take days/weeks/months
your choice of 1d4 of these traits: Choose an area you can see: it’s filled with
• You must get help from supernatural darkness and shadow. While
• It’s talented. Give one stat a +2
this spell is ongoing you take -1 to cast a
modifier. • It will require a lot of money spell.
• It’s durable. It has +2 HP for each level • You must sacrifice
you have. to do it Hold Person
• It has a functioning brain and can
The GM may, depending on the 3rd Level
complete complex tasks.
circumstances, allow you to resurrect the
• It does not appear obviously dead, at Choose a person you can see. Until you
corpse now, with the understanding that
least for a day or two. cast a spell or leave their presence they
the conditions must be met before it’s
cannot act except to speak. This effect
The zombie lasts until it is destroyed by permanent, or require you to meet the
ends immediately if the target takes
taking damage in excess of its HP, or until conditions before the corpse is resurrected.
damage from any source.
you end the spell. While this spell is
ongoing you take -1 to cast a spell.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
FIFTH LEVEL SPELLS

Revelation True Seeing Trap Soul


5th Level) 5th Level (ongoing) 5th Level
Your deity answers your prayers with a Your vision is opened to the true nature of You trap the soul of a dying creature

CLERIC SPELLS
moment of perfect understanding. The GM everything you lay your eyes on. You pierce within a gem. The trapped creature is
will shed light on the current situation. illusions and see things that have been aware of its imprisonment but can still be
When acting on the information, you take hidden. The GM will describe the area manipulated through spells, parley, and
+1 forward. before you ignoring any illusions and other effects.
falsehoods, magical or otherwise. While
All moves against the trapped creature are
Cure Critical Wounds this spell is ongoing you take -1 to cast a
at +1. You can free the soul at any time but
spell.
5th Level it can never be recaptured once freed.
Heal an ally you touch of 3d8 damage. Contagion Words of the Unspeaking
5th Level (ongoing)
Divination 5th Level
Choose a creature you can see. Until you
5th Level With a touch you speak to the spirits
end this spell, the target suffers from a
Name a person, place, or thing you want to within things. The non-living object you
disease of your choice. While this spell is
learn about. Your deity grants you visions touch answers three questions you pose, as
ongoing you take -1 to cast a spell.
of the target, as clear as if you were there. best it can.

SEVENTH LEVEL SPELLS

Word of Recall Harm Mark of Death


7th Level 7th Level 7th Level
Choose a word. The first time after casting Touch an enemy and strike them with Choose a creature whose true name you
this spell that you speak the chosen word, divine wrath—deal 2d8 damage to them know. This spell creates permanent runes
you and any allies touching you when you and 1d6 damage to yourself. This damage on a target surface that will kill that
cast the spell are immediately returned to ignores Armor. creature, should they read them.
the exact spot where you cast the spell.
You can only maintain a single location; Sever Control Weather
casting Word of Recall again before
7th Level (ongoing) 7th Level
speaking the word replaces the earlier
spell. Choose an appendage on the target such as Pray for rain—or sun, wind, or snow.
an arm, tentacle, or wing. The appendage is Within a day or so, your god will answer.
Heal magically severed from their body, causing The weather will change according to your
no damage but considerable pain. Missing will and last a handful of days.
7th Level an appendage may, for example, keep a
Touch an ally and you may heal their winged creature from flying, or a bull from
damage a number of points up to your goring you on its horns. While this spell is
maximum HP. ongoing you take -1 to cast a spell.

NINTH LEVEL SPELLS

Storm of Vengeance Consume Unlife Divine Presence


9th Level 9th Level 9th Level (ongoing)
Your deity brings the unnatural weather of The mindless undead creature you touch is Every creature must ask your leave to
your choice to pass. Rain of blood or acid, destroyed and you steal its death energy to enter your presence, and you must give
clouds of souls, wind that can carry away heal yourself or the next ally you touch. permission aloud for them to enter. Any
buildings, or any other weather you can creature without your leave takes an extra
The amount of damage healed is equal to
imagine: ask and it shall come. 1d10 damage whenever they take damage
the HP that the creature had remaining
in your presence. While this spell is
before you destroyed it.
Repair ongoing you take -1 to cast a spell.
9th Level Plague
Choose one event in the target’s past. All 9th Level (ongoing)
effects of that event, including damage,
Name a city, town, encampment, or other
poison, disease, and magical effects, are
place where people live. As long as this
ended and repaired. HP and diseases are
spell is active that place is beset by a
healed, poisons are neutralized, magical
plague appropriate to your deity’s domains
effects are ended.
(locusts, death of the first born, etc.) While
this spell is ongoing you take -1 to cast a
spell.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
ELF: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan HUMAN: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin
HALFLING: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE DRUID
Choose one for each, or write your own:
Chaotic
EYES: Wise, wild, haunting
Destroy a symbol of civilization.
HAIR: Messy, braided, furry hood
HIT POINTS
BODY: Lithe, rugged, graceful, hardy Good
CLOTHES: Ceremonial, leathers, weathered hides Max (6 + Constitution) Help something or someone grow.

Neutral
Eliminate an unnatural menace.

Custom
DAMAGE

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON smells more like prey than
a hunter.

once saw a secret rite of my


land.

is followed by great danger.


Intelligence Wisdom Charisma The spirits have told me so.

has tasted my blood and I


Stunned -1 Confused -1 Scarred -1 theirs. We are bound by it.
INT WIS CHA

STARTING MOVES RACE


Born of the Soil Shapeshifter Elf
Your magic originates from a land imbued When you change your shape, roll+WIS. On The sap of the trees flows within you. Along
with ancient spirits, which have claimed you a 10+ hold 3. On a 7-9 hold 2. On a 6- hold 1, with other attunements, the Great Forest is
as their own. These spirits are with you but the GM gives you problems. always considered your land.
wherever you go, enabling you to transform
The GM will assign you special moves
into animals from your attuned Land.
relevant to to your new form, and you may Halfling
Choose which one:
spend 1 hold to use one. If you run out of You sing the healing songs of spring and
Great Forests hold (or at any time at will), return to your brook. When you Make Camp, you and your
original form. allies heal +1d6.
Whispering Plains
• Pack Hunters: Summon the pack or
Vast Desert Drag them to the ground Human
Stinking Mire • Flying Creatures: Escape to the air or The field and farm are bound to you. You
Pull an enemy aloft may take the shape of any domesticated
River Delta animal, among your normal options.
• Poisonous: Inflict poison on them or
Depths of the Earth Drive them back
• Hardy Beasts: Trample them or Break Custom
Sapphire Islands
through Choose any race and ability.
Open Sea
Spirit Tongue
Towering Mountains
The grunts, barks, chirps, and calls of the
Frozen North creatures of the wild are as language to
Blasted Wasteland you. You can understand any animal native
to your land or akin to one whose essence
Additionally, select a "tell," a physical trait you have studied.
reflecting your land's spirit—be it
animalistic like antlers or leopard spots, or
Studied Essence
more elemental like leaf-like hair or crystal
eyes. This tell persists in any form you take When you spend time in contemplation of
an animal spirit, you may add its species to
By Nature Sustained those you can assume using shapeshifting.

You don’t need to eat or drink. If a move


tells you to mark off a ration, just ignore it.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Hunter’s Brother Thing-talker


Choose a move from the ranger class list. You see the spirits in the sand, the sea and
RATIONS the stone.
Red of Tooth and Claw

THE DRUID
Consumed You may now apply your spirit tongue,
When you are in an appropriate animal shapeshifting and studied essence to
form (something dangerous) increase your inanimate natural objects (plants and rocks)
damage to d8. or creatures made thereof, as well as
animals. Thing-talker forms can be exact
AMMO Communion of Whispers copies or can be mobile vaguely humanoid-
When you spend time in a place, making shaped entities.
Lost
note of its resident spirits and calling on
the spirits of the land, roll+Wis. You will be Formcrafter
granted a vision of significance to you, your When you Shapeshift choose a stat: you
allies, and the spirits around you. take +1 ongoing to rolls using that stat
GEAR while shifted. The GM will choose a stat,
On a 10+ the vision will be clear and helpful
Max Load (6 too: you take -1 ongoing to rolls using that
to you. On a 7–9 the vision is unclear, its
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) stat while shifted.
meaning murky. On a 6-, the vision is
Starting Gear: upsetting, frightening, or traumatizing. The
GM will describe it. Take -1 forward. Elemental Mastery
Some Token of your land.
When you call on the primal spirits of fire,
Choose your defenses: Barkskin water, earth or air to perform a task for you
Hide Armour (1 Armour, worn, 1 weight) roll+WIS.
So long as your feet touch the ground you
Wooden Shield (+1 Armour, 1 weight) have +1 Armour. On a 10+ choose 2. On a 7–9 choose 1. On a
Choose your armament: 6-, some catastrophe occurs as a result of
Balance your calling.
Shillelagh (close, 2 weight)
When you deal damage, take 1 balance. • The effect you desire comes to pass
Staff (close, two-handed, 1 weight)
When you touch someone and channel the • You avoid paying nature’s price
Spear (close, thrown, near, 1 weight) spirits of life you may spend balance. For • You retain control
Choose one: each balance spent, heal 1d4 HP.
Adventuring Gear (5 uses, 1 weight) Eyes of the Tiger
Poultices & Herbs (2 uses, slow, 1 weight)
Shed When you mark an animal (with mud, dirt,
When you take damage while shapeshifted or blood) you can see through that animal’s
Halfling Pipeleaf (6 uses, 0 weight)
you may choose to revert to your natural eyes as if they were your own, no matter
form to negate the damage. what distance separates you. Only one
animal at a time may be marked in this way.

When you gain a level from 6-10, you may choose from these moves.

Embracing No Form World-talker


When you Shapeshift, roll 1d4 and add that Requires: Thing-talker
total to your hold. You see the patterns that make up the
fabric of the world. You may now apply your
Doppleganger’s Dance spirit tongue, shapeshifter and studied
Other Gear:
You are able to study the essence of essence moves to pure elements—fire,
specific individuals to take their exact form, water, air and earth.
including men, elves, or the like.
Suppressing your tell is possible, but if you Formshaper
do, take -1 ongoing until you return to your Requires: Formcrafter
own form.
You may increase your Armour by 1 or deal
an additional +1d4 damage while in an
Blood and Thunder animal form. Choose which when you
Replaces: Red of Tooth and Claw Shapeshift.
When you are in an appropriate animal
form (something dangerous) increase your Healthy Distrust
damage to d10. Whenever the unclean magic wielded by
mortal men causes you to Defy Danger,
The Druid Sleep treat any result of 6- as a 7–9.
When you take this move, the next
opportunity that you have safety and time Chimera
to spend in an appropriate location, you When you Shapeshift, you may create a
may attune yourself to a new land. This merged form of up to three different
effect occurs only once and the GM will tell shapes. You may be a bear with the wings of
you how long it will take and what cost you an eagle and the head of a ram, for
must pay. From then on, you are considered example. Each feature will grant you a
to be born of the soil in both lands. different move to make. Your chimera form
follows the same rules as shapeshifter
Weather Weaver otherwise.
When you are under open skies when the
sun rises the GM will ask you what the Stalker’s Sister
weather will be that day. Tell them Choose one move from the ranger class list.
whatever you like, it comes to pass.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
HALFLING: Baelin, Ealyn, Charmfoot, Lorella, Mystberry,Dewgleam SALAMANDER: Pyralis, Ignixa, Flamewisp, Searcoil, Blazeveil, Heatrune
HUMAN: Aelfric, Seraphine, Marcellus, Valeria, Quintus, Thalindor
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE ENCHANTER
Choose one for each, or write your own:
Neutral
EYES: Piercing, shadowed, whimsical
Use a disguise to fool another.
VOICE: Melodic, alluring, pointed
HIT POINTS
BODY: Slender, robust, graceful, compact Lawful
CLOTHES: Regal, elaborate, opulent Max (4 + Constitution) Use an illusion to keep something safe.

Evil
Toy with someone’s emotions in a cruel
manner.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON is sceptical; I must prove
that illusion is as powerful as other magic..

was protected by one of my


illusions and they owe me their life.

has seen the darkness of


Intelligence Wisdom Charisma illusions. I will show they can also be good.

has seen past all my


Stunned -1 Confused -1 Scarred -1 illusions and seen the real me.
INT WIS CHA

STARTING MOVES RACE


Heart Strings Reading the Room Halfling
When you craft Heart Strings with When you Discern Realities you may roll When you Parley after using artistic talents,
someone, roll+CHA. Hearts Strings function with CHA instead of WIS. If you do, you use you get automatic leverage.
just like bonds, but they are illusory and this list of questions instead:
transient. • What is the emotional landscape of this Human
On a 10+, you gain undue influence over situation? When you Discern Realities in an urban
them, hold 3 Influence. On a 7-9, it’s as a • Who here is most likely to be swayed by environment, you may also ask, "What
10+ but the bond feels more reciprocal, hold me? secret pathways are hidden here?"
1 Influence. • Who is the most important person in

Your Heart Strings have a range of Reach


this situation? Salamander
• What drives this person?
and last an hour. If you leave this range or You gain +1 ongoing to forming any illusions
this time expires, you lose all Influence. You may still Discern Realities with WIS as in sunlight.
normal, and use the standard questions.”
On a 6-, you gain no influence, and the GM Custom
will describe the bond, with you feeling Tugging the Strings
indebted to them. Choose any race and ability.
When you Parley with someone you have a
These illusory bonds cannot be resolved for bond with, you have automatic leverage.
XP.
If this bond is a Heart String, you can spend
Shadow Play 1 Influence to improve a roll of 6- to a 7-9
or a 7-9 to a 10+.
When you spend an hour in quiet
contemplation with the shadows, roll+WIS.

On a 10+, the shadows reveal a cryptic and


symbolic shadow play, providing a clear
answer to one question you ask.

On a 7-9, the shadows offer guidance, but


the GM decides how it is revealed, and it
might be cryptic or incomplete.

On a 6-, the shadows reveal something, but


the GM will secretly share a mixture of true
and false impressions.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Animal Kinship Salacious Gossip


You may form Heart Strings with animals When you Read the Room on someone you
RATIONS and mundane creatures. hold a Heart String with, you may also ask
these questions.

THE ENCHANTER
Consumed
Subtle Presence • Whom do you serve?
When you pass unseen among a crowd of • What do you wish I would do?
people, you will be ignored by all • How can I get you to do something?
intelligence people provided you take no • What are you really feeling right now?
AMMO action that would draw attention to • What do you most desire?
yourself.
Lost
Heart’s Flutter
Charming Courtesy
You can spend 1 Influence to remove or
When you maintain a non-aggressive implant an illusory emotion in someone you
attitude towards someone you hold a Heart hold a Heart String with.
GEAR String with they can't attack you or target
you with harmful abilities or magical
Max Load (n Barbed Words
+ STR) effects.
100 Coin, 5 Rations, 3 Ammo = 1 weight
You may Volley with nothing but your
Starting Gear: Alluring Presence words to anyone you share a Heart String
Your focus: a small mirror or a mystical gem (0 with. If you would ever lose Ammo, lose 1
You gain an additional Influence on anyone Influence instead.
weight)
you form Heart Strings with.
A Bag of Books (2 weight) Dappler Effect
The Tangled Web
A mystical robe You instinctively cloak yourself with
Your range for Heart Strings increases from shifting shadows, giving you +1 Armour and
Healing Potion (0 weight) Reach to Near, and they will last until you +1 ongoing to actions taken while prowling
Choose your armament:
sleep. about in darkness.
Dagger (hand, 1 weight)
Social Chameleon
Staff (close, two-handed, 1 weight)
You gain +1 ongoing to any Defy Danger
Choose one: action, using CHA.
Adventuring Gear (5 uses, 1 weight)
Bandages (3 uses, slow, 0 weight)
Rations (5 uses, ration 1 weight) When you gain a level from 6-10, you may choose from these moves.

Imitation Game Mirage


Requires: Social Chameleon When you create a convincing illusion
When you mimic the appearance and through enchanting arts, roll+WIS.
mannerisms of a person you have a bond On a 10+, hold 3 Glamour. On a 7-9 hold 1
with, you produce a convincing guise. Glamour. Describe the illusion.
If you would take an action that would The illusion gives the Enchanter a move
bring your identity into question, you must decided by the GM based on the nature of
Defy Danger using CHA. the illusion. Spend 1 Glamour to make that
move.
Other Gear:
Monstrous Kinship
The illusion disappears when you run out of
Requires: Animal Kinship Glamour.
You may form Heart Strings with monstrous • Fairy gold: convince a GM character to
creatures, but not the undead. perform a task
• Monstrous visage: cause an enemy to
Puppeteer flee
You can Aid or Interfere others remotely • Bewitching light: distract or bewilder
across the subtle bindings of your bonds. another
If this is also a Heart String, you can spend • Cunning Scenery: an ally gets ignored
1 Influence to give them an additional +1 or
-1. Cloak of Darkness
Requires Dappler Effect
Syncopation You significantly surround yourself in
When you focus on one of your bonds, you shadows. You gain +2 Armour, and +2
can form an empathic connection over ongoing to any actions taken to prowling
them. about in darkness.

You perceive what they do and can Discern


Realities about them or their surroundings.
The Wicked Web
You can communicate with them over the Replaces: The Tangled Web
bond as if you were next to each other. Your range for Heart Strings increases from
Near to Far, and they do not expire.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
DWARF: Ozruk, Surtur, Annika, Janos, Greta, Dim, Rundrig, Jarl HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin
ELF: Elohiir, Sharaseth, Shevaral, Cadeus, Eldar, Kithracet, Thelian HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Ajax, Hob
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE FIGHTER
Choose one for each, or write your own:
Good
EYES: Hard, dead, eager
Defend those weaker than you.
HAIR: Wild, shorn, battered helm
HIT POINTS
BODY: Built, lithe, ravaged Neutral
SKIN: Calloused, tanned, scarred Max (10 + Constitution) Defeat a worthy opponent.

Evil
Kill a defenseless or surrendered enemy.

Custom
DAMAGE

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON owes me their life, whether
they admit it or not.

is weak, and I worry about


their ability to survive a dungeon.

needs my protection, and I


Intelligence Wisdom Charisma have sworn to do so.

is soft, but I will make them


Stunned -1 Confused -1 Scarred -1 hard like me.
INT WIS CHA

STARTING MOVES RACE


Choose two enhancements:
Signature Weapon Dwarf
Hooks & spikes. +1 damage, +1 weight.
This is your weapon. There are many like it, When you share a drink with someone, you
but this one is yours. Your weapon is your Sharp. +2 piercing. may Parley with them using CON instead of
best friend. It is your life. You master it as CHA.
you master your life. Your weapon, without Perfectly weighted. Add precise.
you, is useless. Without your weapon, you Serrated edges. +1 damage. Elf
are useless. You must wield your weapon
Glows in the presence of one type of Choose one weapon—you can always treat
true.
creature, your choice. weapons of that type as if they had the
Choose a base form, all are 2 weight: precise tag.
Sword Axe Huge. Add messy and forceful.

Versatile. Choose an additional range. Halfling


Hammer Spear
When you Defy Danger and use your small
Flail Fists Well-crafted. -1 weight.
size to your advantage, take +1.
Choose a range that fits your weapon: Choose a look:

Hand Reach Ancient Unblemished Human


Ornate Blood-stained Once per battle you may re-roll a single
Close damage roll (yours or someone else’s).
Sinister
Custom
Choose any race and ability.
Bend Bars, Lift Gates Armored
When you use pure strength to destroy an You ignore the clumsy tag on any armor you
inanimate obstacle, roll+STR. wear.

On a 10+, choose 3. On a 7-9, choose 2 of


the following:
• It doesn’t take a very long time.
• Nothing of value is damaged.
• It doesn’t make an inordinate amount of
noise.
• You can fix the thing again without a lot
of effort.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Merciless Armor Mastery


When you deal damage, deal +1d4 damage. When you make your armor take the brunt
RATIONS of damage dealt to you, the damage is
Heirloom negated but you must reduce the Armor

THE FIGHTER
Consumed value of your armor or shield (your choice)
When you consult the spirits that reside
by 1. The value is reduced each time you
within your signature weapon, they will
make this choice. If this leaves the item
give you an insight relating to the current
with 0 Armor it is destroyed.
situation, and might ask you some
AMMO questions in return, roll+CHA.
Seeing Red
On a 10+, the GM will give you good detail.
Lost When you Discern Realities during combat,
On a 7-9, the GM will give you an you take +1.
impression.
Interrogator
GEAR Improved Weapon When you Parley using threats of violence
Choose one extra enhancement for your as leverage, you may use STR instead of
Max Load
(12 + STR) signature weapon. CHA.
100 Coin, 5 Rations, 3 Ammo = 1 weight
Starting Gear:
Blacksmith Scent of Blood
You carry your Signature Weapon.
When you have access to a forge you can When you Hack & Slash an enemy, your
Dungeon Rations (5 uses, ration, 1 weight) graft the magical powers of a weapon onto next attack against that same foe deals
your signature weapon. This process +1d4 damage.
Choose your defenses:
destroys the magical weapon. Your
Chainmail (1 Armour, worn, 1 weight), & signature weapon gains the magical powers Multiclass Dabbler
Adventuring Gear (5 uses, 1 weight) of the destroyed weapon. Get one move from another class. Treat
Scale Armour (2 Armour, worn, clumsy, 3 your level as one lower for choosing the
weight) Iron Hide move.
Choose two: You gain +1 Armor.
2 Healing Potions (0 weight)
Shield (+1 Armour, 2 weight)
When you gain a level from 6-10, you may choose from these moves.
Dungeon Rations (5 uses, ration, 1 weight),
Antitoxin (0 weight), & Bloodthirsty Armored Perfection
Poultices & Herbs (2 uses, slow, 1 weight)
Replaces: Merciless Replaces: Armour Mastery
22 Coins
When you deal damage, deal +1d8 damage. When you choose to let your armor take
the brunt of damage dealt to you, the
Through Death’s Eyes damage is negated and you take +1 forward
against the attacker, but you must reduce
When you go into battle, roll+WIS.
the Armor value of your armor or shield
On a 10+, name someone who will live and (your choice) by 1. The value is reduced
someone who will die. each time you make this choice. If the
reduction leaves the item with 0 Armor it is
On a 7-9, name someone who will live or
destroyed.
someone who will die. Name NPCs, not
player characters. The GM will make your
Other Gear: vision come true, if it’s even remotely
Evil Eye
possible. Requires: Seeing Red

On a 6- you see your own death and When you enter combat, roll+CHA.
consequently take -1 ongoing throughout On a 10+, hold 2. On a 7-9, hold 1.
the battle.
Spend your hold to make eye contact with
Eye For Weaponry an NPC present, who freezes or flinches and
can’t act until you break it off.
When you look over an enemy’s weaponry,
ask the GM how much damage they do. On a 6-, your enemies immediately identify
you as their biggest threat.
Superior Warrior
When you Hack & Slash, on a 12+ you deal
Taste of Blood
your damage, avoid their attack, and Replaces: Scent of Blood
impress, dismay, or frighten your enemy. When you Hack & Slash an enemy, your
next attack against that same foe deals
Steel Hide +1d8 damage.
Replaces: Iron Hide
You gain +2 Armour.
Multiclass Initiate
Get a move from another class. Treat your
level as one lower for choosing the move.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
DWARF: Thrain, Brolin, Kargan, Varnak, Dragan, Skorri, Haldar SALAMANDER: Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend,
HUMAN: Solomon, Kalil, Hiko, Agasha, Harald, Fatia, Khalwa, Yajna Bittertallow, Barrowblaze, Candlewick, Coalfang
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE IMMOLATOR
Choose one for each, or write your own:
Evil
EYES: Smoldering, warm, searing
Sacrifice an unwilling victim to the flames.
VOICE: Crackling, whispering, roaring
HIT POINTS
SKIN: Strange brands, ritual scars, perfect skin Chaotic
DEMEANOUR: Imperious, manic, hot-tempered Max (4 + Constitution) Spread a dangerous new idea.

Neutral
Exchange a sacrifice, freely given, for a
service rendered.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON has felt the hellish touch of
fire, now they know my strength.

owes me, for I cast


something into the fire for them.

will learn the true meaning


Intelligence Wisdom Charisma of sacrifice.

is incandescent. I bear a
Stunned -1 Confused -1 Scarred -1 torch for them.
INT WIS CHA

STARTING MOVES RACE


Burning Brand Zuko Style Dwarf
When you conjure a weapon of pure flame, When you bend a flame to your will, When you Hand Craft an item with a forge
roll+CON. roll+WIS. it gains an additional tag, the GM will tell
On a 10+, it does as you command, taking you what.
On a 10+, choose 2 of the tags below, on a
swing 7-9, choose 1: the shape and movement you desire for as
long as it has fuel on which to burn. Human
You may treat your INT as your STR or DEX When you Make Camp next to a large, open
in regards to making attacks with this On a 7-9, the effect is short-lived, lasting
flame, regain all of your HP.
weapon. The weapon always begins with the only a moment.
fiery, touch, dangerous, and 3 uses tags.
Each attack with the weapon consumes one Hand Crafted Salamander
use. Non-magical heat and fire cannot harm you.
You may use your hands in place of tools
• hand and fire to craft metal objects. Mundane
• thrown, near weapons, armor and metal jewelry can all Custom
• +1 damage be formed from their raw components. You Choose any race and ability.
• remove the dangerous tag may unmake these things, as well, but to do
so without time and safety might require
that you Defy Danger first.
Fighting Fire with Fire
When you take damage, and that damage is Give Me Fuel, Give Me Fire
an odd amount (after Armor) the flames
within you come to your aid. Roll 1d4 and When you gaze intensely into someones
either add that many uses to your burning eyes, you may ask their player “what fuels
brand (if active), take that result forward to the flames of your desire?” they’ll answer
summon your burning brand, or reduce the with the truth, even if the character does
damage by that amount, your choice. not know or would otherwise keep this
hidden.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Lore of Flame Ogdru Jahad


When you stare into a source of fire, Gain the Wizard move Ritual. The GM will
RATIONS looking for answers, roll+WIS. always tell you what you have to sacrifice to
gain the effect you desire.

THE IMMOLATOR
Consumed If successful, the GM will tell you
something new and interesting about the
current situation.
Moth To The Flame
When you tempt a weak mind with your
On a 10+, the GM will give you good detail. inner fire, roll+WIS.
AMMO On a 7–9, the GM will give you an On a 10+ their will is suppressed, they’ll
impression. follow you and do as you desire, so long as
Lost
If you already know all there is to know, the nothing startles or surprises them.
GM will tell you that. On a 7-9, the effect is only strong enough to
distract or confuse them.
GEAR Burns Twice As Bright
On a 6-, they become agitated and upset,
When you channel the flames of fate, you
Max Load (9 your fire sparking their hidden desires.
may treat a 6- roll as a 7-9 or a 7-9 result
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR)
as a 10+.
Starting Gear: Burning Bridges
This may be a roll you or another character When you would take your Last Breath,
You carry no weapons and need no armor but the has made. Tell the GM something you’ve
flames that burn within. don’t. Instead, you may erase one of your
lost; an emotion, a memory or some innate Bonds. This is permanent and lowers your
A Symbol of your sacrifices past. piece of your being. You may not use this total available Bonds forever. You are alive
move again until you’ve used Burns Half As and have 1d6 hp. If you have no more
Adventuring Gear (5 uses, 1 weight) Long. Bonds, take your Last Breath.
A Healing Potion (0 weight)
Burns Half As Long The Enkindler
Choose two:
You gain this move when you gain Burns When you bolster the courage of others
Adventuring Gear (5 uses, 1 weight) Twice As Bright
roll+CHA.
Dungeon Rations (5 uses, ration, 1 weight) When you sacrifice a victory to the flames
A Healing Potion (0 weight) of fate, treat any roll of 10+ as a 6-. On a 10+ they shake off all fear and doubt,
becoming brave in an instant.
10 Coins
This Killing Fire On a 7-9, this effect is fleeting, and they
Add the following tags to your options for resort to cowardice after a moment or two.
Burning Brand: messy, forceful, reach, near,
On a 6-, they’re cowed or terrified by your
far.
presence.

Firebrand Sick Burn


When you introduce a new idea to an NPC,
When you insult an NPC, roll + CHA.
roll+CHA.
On a 10+ you leave them no room to react,
On a 10+ They believe the idea to be their
they bear your insult and the scorn of all
own and take to it with fervour.
who hear it.
On a 7-9, Their passion fades after a day or
On a 7-9 you cross a line, they will have
two.
their revenge, someday.
Other Gear: On a 6-, they respond negatively, speaking
On a 6- you've gone too far, they blow up
out against the idea.
here and now.

When you gain a level from 6-10, you may choose from these moves.

From Hell’s Heart Fanning the Flames


When you summon fire with any of your Requires: Firebrand
moves, you can replace it with the black You may apply the effects of your Firebrand
fires of hell itself. This fire does not burn move to a group of people - a dozen or so -
with heat and ignores Armor, scorching the all at once.
soul itself. Creatures without souls cannot
be harmed by this type of flame.
Watch the World Burn
Burning Ring of Fire When you open a channel to the burning
planes and call a firestorm, tell the GM
When you fuse a willing person’s soul to what you’re sacrificing and roll+WIS.
yours, roll+CHA.
The sky opens up and fire pours like rain
On a 10+ you are bound together, able to from it within an area about equal to a
sense each other at any distance, as well as small village. Everyone and everything in
sharing your emotional state. the area takes damage as appropriate.
On a 7-9, the connection is unstable and On a 10+ you can extinguish the storm with
dangerous, when you take a debility, so do a little effort.
they (and vice versa).
On a 7-9 the fires rage out of your control,
On a 6-, the branding is rejected and you spreading and gusting where they are
both erase any Bonds towards each other. carried by wind and weather.
You may write new Bonds with them at the On a 6-, something cruel, intelligent and
End of Session as usual. This fusion, once hungry comes with the storm.
performed, cannot be normally undone.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
ELF: Elandrial, Serenwen, Aeluin, Ithelis, Quelthalas, Nimloth, Lorion SALAMANDER: Cindermind, Ashenclaw, Blazewing, Emberpath, Scorchtail,
HUMAN: Zephyr, Bodhi, Cato, Anselm, Eamon, Linus, Orion Flamestride, Smolderheart
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE MONK
Choose one for each, or write your own:
Neutral
EYES: Sparkling, intense, mysterious
Voluntarily go without comforts.
HAIR: Wild, silver, unkempt, bald
HIT POINTS
BODY: Lithe, tanned, scarred Lawful
CLOTHES: Robed, stained, elaborate Max (10 + Constitution) Keep the peace, and protect the silence.

Good
Ensure the provision of alms to the poor.

Custom
DAMAGE
Range

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON shares my quest for
enlightenment; together, we will walk the path.

has insulted my beliefs; I


will prove the strength of my convictions.

is weighed down by worldly


Intelligence Wisdom Charisma concerns; I must show them detachment.

is a mystery, an enigma
Stunned -1 Confused -1 Scarred -1 that tests my insights.
INT WIS CHA

STARTING MOVES RACE


The Unburdened Way The Middle Path Elf
Through rigorous training in specialized When you Make Camp, you may enter a You may seek guidance from the stars, and
martial arts, you've honed both body and state of focused meditation and ritual ask the GM “where should I go next?”, and
mind. This training shapes your abilities and cleansing to commit to a specific vow. get an honest answer.
defines your approach to combat.
The chosen vow places a corresponding
Choose a school from the list below to debility on you—e.g., a Vow of Weakness Human
dictate your base attack die, Hit Points, results in a "Weak" debility. In exchange for When you Defend someone in alignment
defensive capabilities (represented by this self-imposed limitation, you hold 1 with your oaths or duties, take +1 forward.
+Armour), and your effective combat range. Balance, which can be utilized to enhance
Flaming Fist: d8, 6+ HP, +0 Armour,
other facets of your character sheet. Salamander
Close Your vow can only be altered when you When you Defy Danger against fire or
Make Camp, remaining static until your tempestuous forces, take +1 ongoing.
Ripple Dance: d4, 8+ HP, +2 Armour,
next downtime.
Hand
Custom
Granite Stance: d6, 10+ HP, +0 Armour, Hone Trait Choose any race and ability.
Close
When you focus your inner energy to
Thunder Clasp: d6, 8+ HP, +0 Armour, enhance one of your Traits, spend a point of
Reach Balance. Choose a Trait that is not currently
suffering a debility and does not already
Sapling Step: d6, 6+ HP, +1 Armour, have a modifier of +3 or higher.
Close
Until you next wake or Make Camp,
Due to your training, conventional armor
increase that Trait's modifier by 1, to a
and weaponry clash with your honed skills.
maximum of +3. This is a net change,
Any armor you don gains the clumsy tag,
meaning it will offset any existing negative
and wielding any weapon gives it the
state modifiers by 1. Only one point of
awkward tag.
Balance can be applied to any individual
Trait.
Strike with Finesse
When you Hack and Slack, you may use
DEX instead of STR.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Serpent’s Reach Group Takedown


When you take your vows, you may allocate When you Hack and Slash against enemies
RATIONS Balance to extend your combat range: with the Group organization tag, you may
roll a second attack die and apply it against

THE MONK
Consumed Hand > Close > Reach -> Near > Far
a second enemy within your combat reach.
This change remains in effect until you
Make Camp and swear new vows. Balanced Arsenal
You may wield weapons or wear armor with
AMMO The Lower Path a combined weight of 1 or less, ignoring the
Upon taking your vows, you have the option clumsy or awkward tags imposed by The
Lost to swear a second vow on a different Trait, Unburdened Way.
provided it's not already burdened by a
This typically allows you to either wield a
debility. This second vow inflicts a debility
single melee weapon with a weight of 1 or
on the chosen Trait, just like your initial
don simple leather or chainmail armor.
GEAR vow.

Max Load (8 This grants you an extra point of Balance. Enhanced Reflexes
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) You can allocate both points of Balance to When you Defy Danger using a Trait that
any Traits not currently debilitated, so long has been modified by Hone Trait, take +1
Starting Gear:
as the total modifier doesn't surpass +3. You
You wear no armor, and bear no armaments, and may even allocate both points to a single
you otherwise prefer simple garments. Brutal Assault
Trait.
Your focused training in martial arts imbues
Prayer beads or meditation focus (0 weight)
Pressure Strike your attacks with devastating power and
Simple Robes (word, 0 weight) impact. Your attacks now have the messy
When you precisely strike pressure points and forceful tags.
Choose two: on a weakened foe, roll+DEX. On a 10+ you
incapacitate or disarm them. On a 7-9, as a
Dungeon Rations (5 uses, ration, 1 weight) Mind Palace
10+ but you expose yourself to an attack.
Herbal Poultice (0 weight), & When you are subjected to undue influence
Bandages (3 uses, slow, 0 weight) or magical coercion you gain +1 to all rolls
Healing Potion (0 weight) to resist its effect.

When you gain a level from 6-10, you may choose from these moves.

Ascendant Strike Advanced Arsenal


When you take your vows, you make Replaces: Balanced Arsenal
allocate Balance to elevate your attack die You may now equip yourself with weapons
by one step: and/or armor totaling up to 3 weight,
d4 > d6 > d8 > d10 > d12 ignoring the unwieldy or clumsy tags
imposed by The Unburdened Way. This
This enhancement remains in effect until enables you to mix and match any
you next Make Camp and take new vows. combination of armaments, armor, or
shields with a combined weight of 3 and
The Higher Path remain unencumbered.
Requires: The Lower Path This does not affect clumsy tags inherent to
Other Gear:
When you take your vows, you can now specific armor sets.
swear a third vow focused on another Trait,
as long as it's not currently affected by a Army of One
debility. This third vow applies a debility to
Requires: Group Takedown
the chosen Trait in the same way as your
previous vows. Gaining this third vow earns When you Hack and Slash against enemies
you an additional point of Balance. with the Horde organization tag, roll a
second and third attack die, and apply each
You can allocate these Balance points to any to different enemies within your combat
Traits without a debility. You can also reach.
distribute multiple points to a single Trait,
provided the resulting modifier does not Redirect the Flow
exceed +3.
When you would redirect an attack with
Defend, you can choose to redirect it back
Vigilant Sentinel to the attacker instead.
When you commence combat, designate a
focus for your protective instincts—be it Heavy Sweep
yourself, an ally, or an object.
When you Hack & Slash a creature larger
You start the battle holding 3 Defense, than you, roll two attack dice and apply the
which you can use in accordance with the higher result for damage.
Defend move as long as the designated
focus remains within your combat range.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
ELF: Celebros, Thalandra, Elionna, Anadriel, Vanyalos, Orithyia SALAMANDER: Pyroscry, Emberseer, Lavamyst, Ashenvision, Blazeoracle,
HUMAN: Cassandra, Tiresias, Pythia, Delphina, Augur, Sibylla Infernogaze, Calderasight
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE ORACLE
Choose one for each, or write your own:
Chaotic
EYES: Piercing, luminous, enigmatic
Create panic with your dire warnings
VOICE: Resonant, muted, ethereal
HIT POINTS
BODY: Slender, robust, ethereal, lithe Neutral
ROBES: Draped, ornate, tattered, simplistic Max (6 + Constitution) Blindly follow your fortune

Lawful
Prevent a tragedy from befalling others

Custom
DAMAGE

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON is dubious of my prophetic
gifts; I must prove that my visions are true.

seeks to change an
unalterable fate; their quest is futile.

has met with a terrible fate,


Intelligence Wisdom Charisma I must help them.

will play an important role


Stunned -1 Confused -1 Scarred -1 in the events to come. I have foreseen it!
INT WIS CHA

STARTING MOVES RACE


Exposition Rite of Revelation Elf
After the first session, at the beginning of When you perform your divination rite When you study a magical phenomenon,
your next session, the GM will take you using your chosen method, you may ask take +1 forward to Discern Realities.
aside and share insights into a looming about an Impending Doom, roll+WIS.
Impending Doom: a future event that will
On a 10+, the GM will tell you 3 things from Human
transpire without heroic intervention. The
the list below about that Impending Doom. When you Spout Lore about an enemy, you
extent of information provided depends on
On a 7-9, the GM will tell you only 1. may treat a 7-9 as a 10+.
the nature of the Doom; it could range from
clear details to cryptic hints. • An impulse connected to the Impending
Doom Salamander
Once the current Impending Doom is • The nature of the Cast connected to the You cannot be surprised and intuitively
resolved, at the beginning of your next Impeding Doom know when something volatile is about to
session, the GM will again take you aside to happen.
• A Grim Portent not yet realized,
disclose the next most immediate
connected to the Impending Doom.
Impending Doom.
Custom
However, your visions are not infallible. Oracular Vision Choose any race and ability.
Whenever you roll a miss on a roll relevant You possess a unique method of divination,
to your oracular powers, the GM holds 1 providing you a tenuous connection to the
Falsehood. The GM may then discreetly future.
spend 1 Falsehood to lie to you, even when
they would ordinarily provide the truth. Choose one method of divination:
Lucid dreams: add Rite: Oneiromancy.
Visions of Mystic Present Substances: add Rite: Entheomancy.
When you Discern Realities, you may also
ask: Lots or cards: add Rite: Cartomancy.

• Who is behind these events? Trance writing: add Rite: Graphomancy.


• What is the origin of this event?
• Where will these events lead me?

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Harrowing Vision Slouching Towards Ephrath


When you perform your divination rite When you or an ally are working to avert a
RATIONS using your chosen method, you attempt to Grim Portent, you may change the course of
glean glimpses of the future and fate. You may upgrade the result of one roll,

THE ORACLE
Consumed understand its implications, roll+WIS. whether it's your own roll or that of another
character:
On a 10+, the GM will reveal the details of
an Grim Portent, including advice on how to 6- > 7-9 > 10-11 > 12
intervene and prevent it.
AMMO This reflects your ability to alter destiny's
On a 7-9, the GM will disclose some details path.
Lost of the Grim Portent but won't provide
specific advice on preventing it. The Center Cannot Hold
On a 6-, the GM still reveals a detail about You gain this move along with Slouching
the Grim Portent, but then also holds 1 Towards Ephrath.
GEAR Falsehood.
The next time you roll a 10 or a 7 it becomes
Max Load (9 becomes a 9 or a 6 respectively. A 12+ is
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) Holding the Ghost unaffected.
When someone takes their Last Breath in
Starting Gear: The disruption you've caused brings you
your presence, they roll 1d6+1d8.
A mystic object for divination (1 weight) closer to chaos.

Visions of Mystic Past


Choose your clothing:
Divine Insight
Leather Armour (1 Armour, worn, 1 weight) When you Discern Realities, you may also
Your visions are of divine origin, gain the
ask:
Ornate Robes (worn, 0 weight) Commune and Cast a Spell cleric moves for
• What is the history of this place or your deity. When you select this move, treat
Choose your armament:
object? yourself as a cleric of level 1 for using
Club (close, 2 weight) • What is the story behind this symbol? spells. Every time you gain a level
Staff (close, two-handed, 1 weight) thereafter, increase your effective cleric
Choose two: Guiding Presence level by 1.
Adventuring Gear (5 uses, 1 weight) You may Aid or Interfere an ally even
Dungeon Rations (5 uses, 1 weight) without a bond, but if you do, take -1
forward as the weight of your guidance
Poultices & Herbs (2 uses, slow, 1 weight)
affects your own actions.
Halfling Pipeleaf (6 uses, 0 weight)
10 Coins
When you gain a level from 6-10, you may choose from these moves.

Forewarned is Forearmed Divine Intervention


When the GM makes a move that doesn't Requires: Divine Insight
have immediate or irrevocable When you beseech your divine patron to
consequences, they will privately inform avert a tragedy unfolding before your eyes,
you of any opportunities it creates or roll+WIS.
potential dire and immediate consequences.
On a 10+, the GM will offer you an
Your foresight allows you to prepare for Opportunity without a cost, and an ally of
these potential challenges, giving you a your choice can make a move.
Other Gear: chance to mitigate their impact or seize
advantageous positions. On a 7-9, the GM offers you an Opportunity,
but it has a cost, and only you can make a
Intuitive Baritsu move.

When you Hack and Slash you use WIS On a 6- you are overwhelmed by the
instead of STR, as you draw upon your tragedy and are helpless to prevent it.
foresight to anticipate your enemies
movements and striking at critical Harbinger of Doom
moments.
Requires: Clarity of Purpose

Visions of Mystic Future When you alert NPCs about an Impending


Doom or Grim Portent, roll+CHA.
Requires: Visions of Mystic Past
On a 10+, they trust your word and take
When you Discern Realities, you may ask:
appropriate measures to prepare.
• What is the intent behind these events?
• What is the most likely outcome for On a 7-9, they believe you but choose 1:
action? • They need more evidence to take you
seriously.
Elemental Form • They panic, taking rash actions that
Requires: Holding the Ghost complicate the situation.
• A danger from the Grim Portent is
The first time an ally takes their Last
imminent.
Breath in your presence, and rolls a 6-, they
are offered a bargain anyway: their life
restored, but the Impending Doom is
Careful Inscription
brought closer to fruition. When you commence combat, designate an
enemy. Whenever you would suffer damage
Preemptive Strike from an attack, they suffer half damage
equal to half the amount you endured.
When you commence combat, you may ask
the GM what is about to happen.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
DWARF: Thorgrim, Dain, Gromrik, Balder, Wulfgar, Kurgan HUMAN: Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia,
ELF: Elandrial, Thalindor, Seraphis, Galathil, Quirion, Valandil Regulus, Valeria, Sanguinus, Titanius
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE PALADIN
Choose one for each, or write your own:
Lawful
EYES: Kind, fiery, glowing
Deny mercy to a criminal or unbeliever.
HAIR: Bald, styled, helmet
HIT POINTS
BODY: Fit, bulky, thin Good
HOLY SYMBOL: Worn, silvered, fancy Max (6 + Constitution) Endanger yourself to protect someone
weaker than you.

Evil
Punish the innocent for your own gain or
the sake of your quest
DAMAGE
Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON ’s misguided behavior
endangers their very soul!

has respectable beliefs, but


I hope one day they will see the true way.

has stood by me in battle


Intelligence Wisdom Charisma and can be trusted completely.

is a brave soul, I have much


Stunned -1 Confused -1 Scarred -1 to learn from them.
INT WIS CHA

STARTING MOVES RACE


Quest Lay on Hands Dwarf
When you dedicate yourself to a mission When you touch someone, skin to skin, and When you Defend someone, you gain an
through prayer and ritual cleansing, state pray for their well-being, roll+CHA. additional hold, even on a 6-.
your mission:
On a 10+ you heal 1d8 damage or remove
• Slay , a great blight on the one disease. Elf
land. When you swear a Quest, you may take an
On a 7-9, they are healed, but the damage
• Defend from iniquities and additional boon, but the GM will give you an
or disease is transferred to you.
malice. additional vow.
• Discover the truth of a mystery.
I am the Law Human
Then choose up to 2 boons:
When you give an NPC an order based on
• An unwavering sense of direction When you pray for guidance, you may ask,
your divine authority, roll+CHA.
towards . “What here is aligned against me?” the GM
On a 7-9, they choose 1: will tell you honestly.
• Invulnerability to .
• A mark of divine authority. • Do what you say.
• Senses that pierce lies. • Back away cautiously, then flee. Custom
• A voice that transcends language. • Attack you. Choose any race and ability.
• Freedom from hunger, thirst, and sleep. On a 10+, you also take +1 forward against
The GM will then tell you what vow or vows them.
is required of you to maintain your blessing:
On a 6-, they do as they please and you take
• Honor (forbidden: dirty tricks) -1 forward against them.
• Temperance (forbidden: gluttony and
lust) Armored
• Piety (required: daily observance of
You ignore the clumsy tag on any armor you
rites)
wear.
• Valor (forbidden: suffering an enemy to
live)
• Truth (forbidden: lies)
• Hospitality (required: comfort to those
in need, no matter who they are)

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Divine Favor Hospitaller


Dedicate yourself to a deity (name a new When you heal an ally, you heal +1d8
RATIONS one or choose one that’s already been damage.
established). You gain the Commune and

THE PALADIN
Consumed Cast a Spell cleric moves. Exterminatus
When you select this move, treat yourself When you speak aloud your promise to
as a cleric of level 1 for using spells. Every defeat an enemy, you deal +2d4 damage
time you gain a level thereafter, increase against that enemy and -4 damage against
AMMO your effective cleric level by 1. anyone else. This effect lasts until the
enemy is defeated. If you fail to defeat the
Lost Bloody Aegis enemy or give up the fight, you can admit
your failure, but the effect continues until
When you take damage you can grit your
you find a way to redeem yourself.
teeth and accept the blow. If you do you
take no damage but instead suffer a debility
GEAR of your choice. If you already have all six
Charge!
debilities you can’t use this move. When you lead the charge into combat,
Max Load (9
+ STR) those you lead take +1 forward.
100 Coin, 5 Rations, 3 Ammo = 1 weight
Starting Gear: Smite
While on a Quest you deal +1d4 damage.
Staunch Defender
Dungeon Rations (5 uses, ration, 1 weight)
When you Defend you always get +1 hold,
Scale Armour (2 Armour, worn, clumsy, 3 weight) Holy Protection even on a 6-.

Some Mark of Faith (0 weight). You get +1 Armour while on a Quest.


Setup Strike
Choose your weapon:
Voice of Authority When you Hack & Slash, choose an ally.
Halberd (reach, +1 damage, two-handed, 2 Their next attack against your target does
Take +1 to order hirelings.
weight) +1d4 damage.
Long Sword (close, +1 damage, 1 weight)
Shield (+1 Armour, 2 weight)
When you gain a level from 6-10, you may choose from these moves.
Choose one:

Adventuring Gear (5 uses, 1 weight) Evidence of Faith Tandem Strike


Healing Potion (0 weight), & Requires: Divine Favour Replaces: Setup Strike
Dungeon Rations (5 uses, ration, 1 weight) When you see divine magic as it happens, When you Hack & Slash, choose an ally.
you can ask the GM which deity granted the Their next attack against your target does
spell and its effects. Take +1 when acting on +1d4 damage and they take +1 forward
the answers. against them.

Holy Smite Divine Protection


Replaces: Smite Replaces: Holy Protection
While on a Quest you deal +1d8 damage. You get +2 Armour while on a Quest.

Ever Onward Divine Authority


Replaces: Charge! Replaces: Voice of Authority
Other Gear: When you lead the charge into combat, Take +1 to order hirelings. When you roll a
those you lead take +1 forward and +2 12+ the hireling transcends their moment of
Armour forward. fear and doubt and carries out your order
with particular effectiveness or efficiency.
Impervious Defender
Replaces: Staunch Defender Perfect Hospitaller
When you Defend you always get +1 hold, Replaces: Hospitaller
even on a 6-. When you heal an ally, you heal +2d8
damage.
When you get a 12+ to defend instead of
getting hold the nearest attacking creature
is stymied giving you a clear advantage, the
Indomitable
GM will describe it. When you suffer a debility (even through
Bloody Aegis) take +1 forward against
Perfect Knight whatever caused it.

When you Quest you choose three boons


instead of two.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
ELF: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe HUMAN: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
HALFLING: Tansy, Faelan, Rowan, Lila, Pippin, Wren
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE RANGER
Choose one for each, or write your own:
Chaotic
EYES: Wild, sharp, animal
Free someone from literal or figurative
HAIR: Wild, bald, hooded bonds.
HIT POINTS
BODY: Lithe, wild, sharp
CLOTHES: Cape, camouflage, traveling clothes Max (8 + Constitution) Good
Endanger yourself to combat an unnatural
threat.

Neutral
Help an animal or spirit of the wild.
DAMAGE
Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON I guided before, and now
they owe me.

has no respect for nature,


so I have no respect for them.

is a friend of nature, so I
Intelligence Wisdom Charisma will be their friend as well.

does not understand life in


Stunned -1 Confused -1 Scarred -1 the wild, so I will teach them.
INT WIS CHA

STARTING MOVES RACE


Animal Companion Command Elf
You have a supernatural connection with a When you work with your Animal When you Undertake a Perilous Journey
loyal animal. You can’t talk to it per se but it Companion on something it’s trained in: through wilderness whatever job you take
always acts as you wish it to. Name your you succeed as if you rolled a 10+.
Attack the same target: add its Ferocity to
animal companion: .
your damage.
Choose a species: Halfling
• Track: add its Cunning to your roll.
Wolf, Cougar, Bear, Eagle, Dog, Hawk, Cat, • Take damage: add its Armour to yours. When you Discern Realities, you may also
Owl, Pigeon, Rat, or Mule. ask “What happens if I eat this?” and get an
• Discern Realities: add its Cunning to
honest answer.
Choose a base: your roll.
• Parley: add its Cunning to your roll.
Ferocity +2, Cunning +1, Instinct +1, 1 Human
Armour • Someone Interferes with you: add its
Instinct to their roll. When you Make Camp in a dungeon or city,
Ferocity +2, Cunning +2, Instinct +1, 0 you don’t need to consume a ration.
Armour
Called Shot
Ferocity +1, Cunning +2, Instinct +1, 1
Custom
When you attack a defenseless or surprised
Armour enemy at range, you can choose to deal Choose any race and ability.

Ferocity +3, Cunning +1, Instinct +2, 1 your damage or name your target and
Armour roll+DEX.

Choose as many strengths as its Ferocity: • Head: 7-9 - they do nothing but stand
and drool for a few moments. 10+ - as a
Fast, Burly, Huge, Calm, Adaptable, Tireless, 7-9, plus your damage.
Quick Reflexes, Camouflage, Ferocious,
• Arms: 7-9 - they drop anything they’re
Intimidating, Keen Senses, Stealthy
holding. 10+ - as a 7-9, plus your
Your animal companion is trained to fight damage.
humanoids. Choose as many additional
training as its Cunning: • Legs: 7-9 - they’re hobbled and slow
moving. 10+ - as a 7-9, plus your
Hunt, Search, Scout, Guard, Labor, Travel, damage.
Fight Monsters, Perform
Choose as many weaknesses as its Instinct:
Flighty, Savage, Slow, Broken, Frightening,
Forgetful, Stubborn, Lame

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Half-caste Blot out the Sun


You are the product of two heritages and it When you Volley you may spend extra
RATIONS begins to show its presence. Choose a ammo before rolling. For each point of
second racial starting move. ammo spent you may choose an extra

THE RANGER
Consumed target. Roll once and apply damage to all
You may take this move only if it is your first
advancement. targets.

Familiar Prey Well-trained


AMMO When you Spout Lore about a monster you Choose another training for your animal
use WIS instead of INT. companion.
Lost
Viper’s Strike God Amidst the Wastes
When you strike an enemy with two Dedicate yourself to a deity (name a new
weapons at once, add an extra 1d4 damage one or choose one that’s already been
GEAR for your off-hand strike. established). You gain the Commune and
Cast a Spell cleric moves. When you select
Max Load
100 Coin, 5 Rations, 3 Ammo = 1 weight (11 + STR) Camouflage this move, treat yourself as a cleric of level
1 for using spells. Every time you gain a
Starting Gear: When you keep still in natural
level thereafter, increase your effective
surroundings, enemies never spot you until
Dungeon Rations (5 uses, ration, 1 weight) cleric level by 1.
you make a movement.
Leather Armour (1 Armour, worn, 1 weight)
Follow Me
Bundle of Arrows (3 ammo, 1 weight)
Man’s Best Friend
When you Undertake A Perilous Journey
When you allow your animal companion to
Choose your armament: you can take two roles. You make a separate
take a blow that was meant for you, the
roll for each.
Hunter’s Bow (near, far, 1 weight), & damage is negated and your animal
Short Sword (close, 1 weight) companion’s ferocity becomes 0.
A Safe Place
Hunter’s Bow (near, far, 1 weight) If its ferocity is already 0 you can’t use this When you set the watch for the night,
Spear (reach, 1 weight) ability. When you have a few hours of rest everyone takes +1 to Take Watch.
Choose one: with your animal companion its ferocity
returns to normal.
Adventuring Gear (5 uses, 1 weight), & Wild Empathy
Dungeon Rations (5 uses, ration, 1 weight) You can speak with and understand animals.
Adventuring Gear (5 uses, 1 weight), &
Bundle of Arrows (3 ammo, 1 weight)
When you gain a level from 6-10, you may choose from these moves.

Wild Speech A Safer Place


Replaces: Wild Empathy Replaces: A Safe Place
You can speak with and understand any When you set the watch for the night,
non-magical, non-planar creature. everyone takes +1 to Take Watch. After a
night in camp when you set the watch
Hunter’s Prey everyone takes +1 forward.
Replaces: Familiar Prey
Observant
When you Spout Lore about a monster you
Other Gear: When you hunt and track, on a 10+ you may
use WIS instead of INT.
also ask one question about the creature
On a 12+, in addition to the normal effects, you are tracking from the Discern Realities
you get to ask the GM any one question list for free.
about the subject.
Special Trick
Viper’s Fangs Choose a move from another class. So long
Replaces: Viper’s Strike as you are working with your animal
When you strike an enemy with two companion you have access to that move.
weapons at once, add an extra 1d8 damage
for your off-hand strike. Unnatural Ally
Your animal companion is a monster, not an
Strider animal. Describe it. Give it +2 ferocity and
Replaces: Follow Me +1 instinct, plus a new training.

When you Undertake A Perilous Journey


you can take two roles. Roll twice and use
Smaug’s Belly
the better result for both roles. When you know your target’s weakest point
your arrows have 2 piercing.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
GNOME: Sprocket, Nixie, Tinker, Fizzle, Quibble, Mipsy, Glimmer HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Farley
HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE THIEF
Choose one for each, or write your own:
Chaotic
EYES: Shifty, criminal
Leap into danger without a plan.
HAIR: Cropped, messy, hooded
HIT POINTS
BODY: Lithe, knobby, flabby Neutral
CLOTHES: Dark, fancy, common Max (6 + Constitution) Avoid detection or infiltrate a location.

Evil
Shift danger or blame from yourself to
someone else.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON I stole something from .

knows incriminating details


about me.

has my back when things


go wrong.
Intelligence Wisdom Charisma is running a con with me.

Stunned -1 Confused -1 Scarred -1


INT WIS CHA

STARTING MOVES RACE


Poisoner Tricks of the Trade Gnome
You’ve mastered one poison from the list When you pick locks or pockets or disable You have a gift for appraisal. When you
below; that poison is no longer dangerous traps, roll+DEX. Discern Realities, you may also ask “what is
for you to use. You also start with three the true value of this item?”
On a 10+, you do it, no problem. On a 7-9,
uses of that poison.
you still do it, but the GM will offer you two
Whenever you have time to gather materials options between suspicion, danger, or cost. Halfling
and a safe place to brew you can make When you attack with a ranged weapon,
three uses of the poison you choose for Backstab deal +2 damage.
free. Applied poisons have to be applied or When you attack a surprised or defenseless
consumed. Touch poisons just need to touch enemy with a melee weapon, you can Human
the target (even on a blade). choose to deal your damage or roll+DEX. You are a professional. When you Spout
• Oil of Tagit: (applied) induces a light Lore or Discern Realities about criminal
On a 10+, choose 2 from below. On a 7-9,
sleep. activities, take +1.
choose only 1:
• Bloodweed: (touch) they deal -1d4
damage ongoing until cured. • You don’t get into melee with them Custom
• Goldenroot: (applied) they entrusts the • You deal your damage+1d6
Choose any race and ability.
next creature they see as an ally. • You create an advantage, +1 forward to
• Serpent’s Tears: (touch) damaging the you or an ally acting on it
target lets you roll twice and take the • Reduce their Armour by 1 until they
better result. repair it

Trap Expert Armored


When you spend a moment to survey a You ignore the clumsy tag on any armor you
dangerous area, roll+DEX. wear.

On a 10+, hold 3. On a 7-9, hold 1. Spend


your hold walking through the area to ask:
• Is there a trap here and what activates
it?
• What does the trap do when activated?
• What else is hidden here?

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Cheap Shot Poison Master


When using a precise or hand weapon, your After you’ve used a poison once it’s no
RATIONS Backstab deals an extra +1d6 damage. longer dangerous for you to use.

THE THIEF
Consumed Cautious Envenom
When you use Trap Expert you always get You can apply even complex poisons with a
+1 hold, even on a 6-. pinprick. When you apply a poison that’s
not dangerous for you to use to your
AMMO Wealth and Taste weapon it’s touch instead of applied.
When you make a show of flashing around
Lost
your most valuable possession, choose Brewer
someone present. They will do anything When you have time to gather materials
they can to obtain your item or one like it. and a safe place to brew you can create
three doses of any one poison you’ve used
GEAR Shoot First before.
Max Load (9 You’re never caught by surprise. When an
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) enemy would get the drop on you, you get Connections
Starting Gear: to act first instead. When you put out word to the criminal
underbelly about something you want or
Dungeon Rations (5 uses, ration, 1 weight)
Underdog need, roll+CHA.
Leather Armour (1 Armour, worn, 1 weight) When you’re outnumbered, you have +1 On a 10+, someone has it, just for you.
3 uses of your chosen Poison: Armour.
On a 7–9, you’ll have to settle for something
close or it comes with strings attached, your
call.
10 Coins

Choose your arms:

Dagger (hand, 1 weight), & When you gain a level from 6-10, you may choose from these moves.
Short Sword (close, 1 weight)
Dirty Fighter Amateur Alchemist
Rapier (close, precise, 1 weight)
Replaces: Cheap Shot Replaces: Brewer
Choose a ranged weapon:
When using a precise or hand weapon, your When you have time to gather materials
3 Throwing Daggers (thrown, near, 0 weight) Backstab deals an extra +1d8 damage and and a safe place to brew you can create
Ragged Bow (near, 2 weight), & all other attacks deal +1d4 damage. three doses of any poison you’ve used
Bundle of Arrows (3 ammo, 1 weight) before.
Choose one: Extremely Cautious Alternately you can describe the effects of a
Adventuring Gear (5 uses, 1 weight) Replaces: Cautious poison you’d like to create. The GM will tell
Healing Potion (0 weight) When you use use Trap Expert you always you that you can create it, but with one or
get +1 hold, even on a 6-. more caveats:
• It will only work under specific
On a 12+ you get 3 hold and the next time
circumstances.
you come near a trap the GM will
immediately tell you what it does, what • The best you can manage is a weaker
triggers it, who set it, and how you can use version.
it to your advantage. • It’ll take a while to take effect.
Other Gear: • It’ll have obvious side effects.
Serious Underdog
Replaces: Underdog
Escape Route
When you’re in too deep and need a way
You have +1 Armour. When you’re
out, name your escape route and roll+DEX.
outnumbered, you have +2 Armour instead.
On a 10+ you’re gone.
Evasion On a 7–9 you can stay or go, but if you go it
When you Defy Danger on a 12+, you costs you: leave something behind or take
transcend the danger. You not only do what something with you, the GM will tell you
you set out to, but the GM will offer you a what.
better outcome, true beauty, or a moment
of grace. Disguise
When you have time and materials you can
Heist create a disguise that will fool anyone into
When you take time to make a plan to steal thinking you’re another creature of about
something, name the thing you want to the same size and shape. Your actions can
steal and ask the GM these questions. give you away but your appearance won’t
When acting on the answers you and your
allies take +1 forward. Strong Arm, True Aim
• Who will notice it’s missing? You can throw any melee weapon, using it
• What’s its most powerful defense? to volley. A thrown melee weapon is gone;
• Who will come after it? you can never choose to reduce ammo on a
• Who else wants it? 7–9.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
GNOME: Thimblehex, Wizzelgrip, Spellshank, Ebonflask, Glimmerstaff SALAMANDER: Flamecurse, Embergrasp, Molteneye, Hellshard, Pyreshade,
HUMAN: Azoth, Agares, Naberius, Grimwald, Ozymandias, Hexira Ashenbind, Blazeveil
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE WARLOCK
Choose one for each, or write your own:
Lawful
EYES: Luminous, piercing, hollow
Avenge the downtrodden.
VOICE: Commanding, muted, sultry
HIT POINTS
SKIN: Pallid, marked, inked Neutral
ROBES: Tatters, elegant, ceremonial Max (6 + Constitution) Exchange a secret for a favour or vice versa.

Evil
Make a sacrifice to acquire knowledge or
power.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON knows the true nature of
my pact; I must keep them close.

is a beacon of purity; I am
both drawn to and repelled by them.

has an infernal connection,


Intelligence Wisdom Charisma though they may not be aware of it.

has expressed a dangerous


Stunned -1 Confused -1 Scarred -1 curiosity about my dark powers.
INT WIS CHA

STARTING MOVES RACE


Abyssal Compact Summon a Minion Gnome
You have made a pact with a powerful When you summon a minion from your You take +1 forward to Summoning a
eldritch being known as an Archon of the shadow or reflection, roll+INT. If you. Minion, if you have none.
Abyss. Choose one of them as your patron: • summon a lesser Id, roll as normal.
Acolyte of Avarice • summon a mighty Daemon, take -1. Human
Bishop of Bedlam • summon a supreme Genii, take -2. Hirelings you recruit gain an additional
Dowager of Delirium On a 10+, gain 1 Urge. On a 7-9, gain 2 Loyalty.
Lady of Lies Urges. On a 6-, gain 3 Urges.
Salamander
Prince of Pleasure Each time the Minion uses a Skill or
performs a significant act of service, it loses When you make a plausible threat, you
Regent of Rancor
1 Loyalty. It returns to the Abyss when its automatically have leverage to Parley.
Tyrant of Treachery
Loyalty reaches 0.
Viceroy of Vanity Custom
Widow of Woe Satisfy Urge Choose any race and ability.
Your pact grants you the ability to summon When you fulfilll your Urge by indulging in
minions from the depths of the Abyss. activities that reflect the nature of your
These minions function like hirelings with patron, decrease your Urge by 1. Reduce
their Skills determined by their rank, your Urge by an additional level for each of
Loyalty influenced by your INT, and Cost the following:
measured in Urges:
• The activity was perilous.
• Outer Circle Ids have 1 Skill. • The activity was time-consuming.
• Middle Circle Daemons have 2. • The activity was costly.
• Inner Circle Genii have 3. • The activity was repugnant to you.

Through a Mirror Darkly


When you possess more Urge than your
current level, you are overwhelmed by their
influence. Take a -1 ongoing for each level
of Urge exceeding your current level. The
maximum penalty you can suffer is -3.
Urge:

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Mesmer Maniacal Glean


When you lock eyes with your target, you When you have asserted your dominance
RATIONS exert undue influence with with your over another, use your INT instead of CHA
hypnotic gaze. Roll+INT. for social interactions.

THE WARLOCK
Consumed
On a 10+ hold 3 Influence, on a 7-9 hold 1.
Aura of Power
Spend 1 Influence to compel the target to When you Recruit potential hirelings, your
do something against their will. natural authority and magnetism draws
AMMO them to serve you. You may act as though
Command Underling you have a formidable reputation in these
Lost When you order hirelings, including your parts, letting you take +1.
shadow minions, you may use INT instead
of their Loyalty. But doing so causes the Hireling's Shield
Hireling to lose 1 Loyalty. You may spend 1 Loyalty of a hireling to use
GEAR a Defense hold move on an attack against
Know Thyself you.
Max Load (7
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR) When you are compelled by undue
influence to act against your will, roll+INT Careful Inscription
Starting Gear: and take +1. When you attack, you can infuse it with the
Sinister Relic that signifies your Abyssal Compact
On a 10+, you break free. On a 7-9, you inky shadow of your minions. For every
(0 weight)
remain influenced but can subvert the point of Loyalty you spend from your
10 Coin compulsion this time. minions, you may improve your attack die
by one level:
Inkwell and Quill (0 weight)
Dreadlord d4 > d6 > d8 > d10
Choose one:
When you attempt to exert undue influence This move is specifically limited to the
Shield (+1 Armour, 2 weight) over another, take +1. Loyalty of minions rather than hirelings.
A Bag of Books (5 uses, 2 weight), &
3 doses of Goldenroot (0 weight) Imperious Vice Peerless Presence
Choose your weapon: Whenever you Satisfy Urge, you may When you assert your standing in a
Dagger (hand, 1 weight) reduce your Urge by an additional level for situation where rank, or social standing are
free. relevant, their disposition improves by a
Spear (reach, thrown, near, 1 weight)
number of ranks equal to your INT.

Hostile > Wary > Neutral > Friendly

When you gain a level from 6-10, you may choose from these moves.

Memory Dance A Touch of Madness


Requires: Mesmer Requires: Maniacal Glean
You can now spend 1 Influence to implant a When you stare into the heart of a person
false memory or modify an existing one on in your line of sight, roll+INT.
a subject you are using Mesmer upon.
On a 10+, you turn them hostile towards
their allies.
Other Gear: Unearthly Dominion
Requires: Peerless Presence On a 7-9, the person becomes confused and
turns wary of everyone involved.
You may now apply Peerless Presence to
assert your standing on inhuman creatures On a 6-, you draw their ire and become the
with arcane or mystical hierarchies. subject of their wrath.

Riding the Thrall Shadowmeld


When you ride the thoughts of a hireling When you meld with your own shadow, you
(or minion) you can perceive what they do vanish from view, leaving only your
and can Discern Realities about them or silhouette. While in this shadowed state,
their surroundings, no matter the distance. you cannot move, but become impervious to
You can communicate with them as if you physical harm. You can still observe and
were in the same room. listen to your surroundings.

Indomitable Hireling's Sacrifice


Requires: Know Thyself Requires: Hireling’s Shield
You are immune to being magically coerced When you Defend or Defy Danger, you may
or compelled against your will. also spend 1 Loyalty for one of the following
effects:
• Redirect an attack from the target to
one of the hirelings.
• Redirect the negative consequences
from Defy Danger entirely onto a
Hireling.
If the harm was serious or fatal, this might
kill the hireling at the GM’s choice - or
banish it back to the Abyss.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME
LEVEL XP
GNOME: Thimblewiz, Spellglim, Hexbottle, Mystikin, Runegear HUMAN: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
ELF: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
Level Up at current lvl + 7

LOOK ARMOUR ALIGNMENT


THE WIZARD
Choose one for each, or write your own:
Good
EYES: Haunted, sharp, crazy
Use magic to directly aid another.
HAIR: Styled, wild, pointed hat
HIT POINTS
BODY: Pudgy, creepy, thin Neutral
ROBES: Worn, stylish, strange Max (4 + Constitution) Discover something about a magical
mystery.

Evil
Use magic to cause terror and fear.

DAMAGE Custom

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion, or write
Weak -1 Shakey -1 Sick -1 your own.
STR DEX CON is suspicious of magic or
dangerously ignorant; I must educate them.

is woefully misinformed
about the world; I will teach them all that I can.

is keeping an important
Intelligence Wisdom Charisma secret from me.

is messing with things not


Stunned -1 Confused -1 Scarred -1 meant for mundane minds.
INT WIS CHA

STARTING MOVES RACE


Cast a Spell Spellbook Gnome
When you unleash a magic spell, roll+INT. You have mastered several spells and You have a head for complexity. When you
inscribed them in your spellbook. You start Prepare Spells, your chosen spells can equal
On a 10+ the the spell is cast. out with three first level spells, as well as your level+2.
On a 7-9 the spell is cast, but choose 1: all your cantrips. Whenever you gain a level,

• You draw unwanted attention or make


you inscribe a new spell of your level or Elf
lower.
life difficult. The GM will say how. Magic is as natural as breath to you. Detect
• Your deity is distant; take -1 ongoing to Magic is a cantrip for you.
Spell Defense
Cast a Spell until you Prepare Spells.
• The spell is revoked. You cannot cast it You may end any ongoing spell immediately Human
again until you Prepare Spells. and use the energy of its dissipation to
deflect an oncoming attack. The spell ends Choose one cleric spell. You can cast it as a
Note: that maintaining spells with ongoing and you subtract its level from the damage wizard spell.
effects can cause a penalty to your roll to cast
a spell. done to you.
Custom
Prepare Spells Ritual Choose any race and ability.

When you spend uninterrupted time (an When you draw on a place of power to
hour or so) in quiet contemplation of your create a magical effect, tell the GM what
spellbook, you: you’re trying to achieve. Ritual effects are
always possible, but the GM will give you
• Lose any spells you already prepared.
some conditions:
• Prepare new spells chosen from your
spellbook whose total levels don’t • It’s going to take days/weeks/months.
exceed your own level +1. • First you must perform a specific act.
• Prepare your cantrips which never • You’ll need help from someone.
count against your limit. • It will require a lot of money.
• The best you can do is a lesser version,
unreliable and limited.
• You and your allies will risk danger.
• You’ll have to disenchant something to
do it.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
COIN ADVANCED MOVES
Spent When you gain a level from 2-10, you may choose from these moves.

Prodigy Logical
Choose a spell. You Prepare that Spell as if When you use strict deduction to analyze
RATIONS it were one level lower. your surroundings, you can Discern
Realities with INT instead of WIS.

THE WIZARD
Consumed
Empowered Magic
When you Cast a Spell, on a 10+ you have Arcane Ward
the option of choosing from the 7-9 list. If As long as you have at least one prepared
you do, you may additionally choose one of spell of first level or higher, you have +2
AMMO the following effects: Armour.
• The spell’s effects are maximized
Lost
• The spell’s targets are doubled Counterspell
When you attempt to counter an arcane
Fount of Knowledge spell that will otherwise affect you, stake
one of your prepared spells on the defense
GEAR When you Spout Lore about something no
and roll+INT.
one else has any clue about, take +1.
Max Load (7 On a 10+, the spell is countered and has no
100 Coin, 5 Rations, 3 Ammo = 1 weight + STR)
Know-It-All effect on you.
Starting Gear: When another player’s character comes to On a 7-9, the spell is countered and you
Spellbook (1 weight) you for advice and you tell them what you forget the spell that you staked.
think is best, they get +1 forward when
Dungeon Rations (5 uses, ration, 1 weight) following your advice and you mark Your Counterspell protects you alone; if the
experience if they do. countered spell has other targets they are
Choose one:
affected as normal.
Leather Armour (1 Armour, worn, 1 weight)
Expanded Spellbook
A Bag of Books (5 uses, 2 weight), & Quick Study
3 Healing Potions Add a new spell from the spell list of any
class to your spellbook. When you see the effects of an arcane
Choose your weapon: spell, ask the GM the name of the spell and
Dagger (hand, 1 weight) Enchanter its effects. You take +1 when acting on the
answers.
Staff (close, two-handed, 1 weight) When you have time and safety with a
Choose one: magic item you may ask the GM what it
does. The GM will answer truthfully.
Healing Potion (0 weight)
3 Antitoxin (0 weight)

When you gain a level from 6-10, you may choose from these moves.

Master Arcane Armour


Requires: Prodigy Replaces: Arcane Ward
Choose one spell in addition to the one you As long as you have at least one prepared
picked for Prodigy. You prepare that spell spell of first level or higher, you have +4
as if it were one level lower. Armour.

Greater Empowered Magic Protective Counter


Replaces: Empowered Magic Requires: Counterspell
Other Gear: When you Cast a Spell, on a 10-11 you have When an ally within sight of you is affected
the option of choosing from the 7-9 list. If by an arcane spell, you can counter it as if
you do, you may additionally choose one of it affected you. If the spell affects multiple
the following effects. On a 12+ you get to allies you must counter for each ally
choose one of these effects for free: separately.
• The spell’s effects are maximized
• The spell’s targets are doubled Ethereal Tether
When you have time with a willing or
Enchanter’s Soul helpless subject you can craft an ethereal
tether with them. You perceive what they
Requires: Enchanter
do and can discern realities about them or
When you have time and safety with a their surroundings, no matter the distance.
magic item in a place of power you can
empower that item so that the next time Someone willingly tethered to you can
you use it its effects are amplified, the GM communicate with you over the tether as if
will tell you exactly how. you were in the room with them.

Highly Logical Spell Augmentation


Replaces: Logical When you deal damage to a creature, you
can shunt a spell’s energy into them—end
When you use strict deduction to analyze
one of your ongoing spells and add the
your surroundings, you can Discern
spell’s level to the damage dealt.
Realities with INT instead of WIS.

On a 12+ you get to ask the GM any three Self-Powered


questions, not limited by the list. When you have time, arcane materials, and
a safe space, you can create your own place
Mystical Puppet Strings of power. Describe to the GM what kind of
When you use magic to control a person’s power it is and how you’re binding it to this
actions, they have no memory of what you place, the GM will tell you one kind of
had them do and bear you no ill will. creature that will have an interest in this.

This customised Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
CANTRIPS
You prepare all of your cantrips every time you Prepare Spells without having to select them or count them toward your allotment of spells.

Light Unseen Servant Prestidigitation


Cantrip Cantrip Cantrip
WIZARD SPELLS
An item you touch glows with arcane light, You conjure a simple invisible construct You perform minor tricks of true magic. If
about as bright as a torch. It gives off no that can do nothing but carry items. It has you touch an item as part of the casting
heat or sound and requires no fuel, but it is Load 3 and carries anything you hand to it. you can make cosmetic changes to it: clean
otherwise like a mundane torch. You have It cannot pick up items on its own and can it, soil it, cool it, warm it, flavor it, or
complete control of the color of the flame. only carry those you give to it. Items change its color. If you cast the spell
The spell lasts as long as it is in your carried appear to float in the air a few without touching an item you can instead
presence. paces behind you. An unseen servant that create minor illusions no bigger than
takes damage or leaves your presence is yourself. This spell’s illusions are crude
immediately dispelled, dropping any items and clearly illusions—they won’t fool
it carried. anyone, but they might entertain them.

FIRST LEVEL SPELLS

Contact Spirits Charm Person Telepathy


1st Level Summoning 1st Level Enchantment (ongoing) 1st Level Divination (ongoing)
Name the spirit you wish to contact (or The person (not beast or monster) you You form a telepathic bond with a single
leave it to the GM). You pull that creature touch while casting this spell counts you as person you touch, enabling you to converse
through the planes, just close enough to a friend until they take damage or you with that person through your thoughts.
speak to you. It is bound to answer any one prove otherwise. You can only have one telepathic bond at a
question you ask to the best of its ability. time.
Invisibility
Detect Magic 1st Level Illusion (ongoing) Alarm
1st Level Divination Touch an ally: nobody can see them. 1st Level
One of your senses is briefly attuned to They’re invisible! The spell persists until Walk a wide circle as you cast this spell.
magic. The GM will tell you what here is the target attacks or you dismiss the Until you Prepare Spells again your magic
magical. effect. While the spell is ongoing you can’t will alert you if a creature crosses that
cast a spell. circle. Even if you are asleep, the spell will
Magic Missile shake you from your slumber.
1st Level Evocation
Projectiles of pure magic spring from your
fingers. Deal 2d4 damage to one target.

THIRD LEVEL SPELLS

Dispel Magic Fireball Mirror Image


3rd Level 3rd Level Evocation 3rd Level Illusion
Choose a spell or magic effect in your You evoke a mighty ball of flame that You create an illusory image of yourself.
presence: this spell rips it apart. Lesser envelops your target and everyone nearby, When you are attacked, roll a d6. On a 4, 5,
spells are ended, powerful magic is just inflicting 2d6 damage which ignores or 6 the attack hits the illusion instead, the
reduced or dampened so long as you are Armour. image then dissipates and the spell ends.
nearby.
Mimic Sleep
Visions Through Time 3rd Level (ongoing) 3rd Level Enchantment
3rd Level Divination You take the form of someone you touch 1d4 enemies you can see of the GM’s
Cast this spell and gaze into a reflective while casting this spell. Your physical choice fall asleep. Only creatures capable
surface to see into the depths of time. The characteristics match theirs exactly but of sleeping are affected. They awake as
GM will reveal the details of a grim portent your behavior may not. This change normal even from stimuli: loud noises,
to you—a bleak event that will come to persists until you take damage or choose jolts, pain.
pass without your intervention. They’ll tell to return to your own form. While this
you something useful about how you can spell is ongoing you lose access to all your
interfere with the grim portent’s dark wizard moves.
outcomes. Rare is the portent that claims
“You’ll live happily ever after.” Sorry.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
FIFTH LEVEL SPELLS

Cage Summon Monster Polymorph


5th Level Evocation (ongoing) 5th Level Summoning (ongoing) 5th Level Enchantment
The target is held in a cage of magical A monster appears and aids you as best it Your touch reshapes a creature entirely,

WIZARD SPELLS
force. Nothing can get in or out of the can. Treat it as your character, but with they stay in the form you craft until you
cage. access to only the basic moves. It has +1 cast a spell. Describe the new shape you
modifier for all stats, 1 HP, and uses your craft, including any stat changes,
The cage remains until you cast another
damage dice. The monster also gets your significant adaptations, or major
spell or dismiss it. While the spell is
choice of 1d6 of these traits: weaknesses. The GM will then tell you one
ongoing, the caged creature can hear your
• It has +2 instead of +1 to one stat or more of these:
thoughts and you cannot leave sight of the
cage. • It’s not reckless • The form will be unstable and
• It does 1d8 damage temporary
Contact Other Plane • Its bond to your plane is strong: +2 HP • The creature’s mind will be altered as
for each level you have well
5th Level Divination
• It has some useful adaptation • The form has an unintended benefit or
You send a request to another plane. weakness
Specify who or what you’d like to contact The GM will tell you the type of monster
by location, type of creature, name, or title. you get based on the traits you select. The
You open a two-way communication with creature remains on this plane until it dies
that creature. Your communication can be or you dismiss it. While the spell is ongoing
cut off at any time by you or the creature you take -1 to cast a spell.
you contacted.

SEVENTH LEVEL SPELLS

Contingency Shadow Walk Dominate


7th Level Evocation 7th Level Illusion 7th Level Enchantment (ongoing)
Choose a 5th level or lower spell you know. The shadows you target with this spell Your touch pushes your mind into someone
Describe a trigger condition using a become a portal for you and your allies. else’s. You gain 1d4 hold. Spend one hold to
number of words equal to your level. The Name a location, describing it with a make the target take one of these actions:
chosen spell is held until you choose to number of words up to your level. Stepping • Speak a few words of your choice
unleash it or the trigger condition is met, through the portal deposits you and any
• Give you something they hold
whichever happens first. You don’t have to allies present when you cast the spell at the
• Make a concerted attack on a target of
roll for the held spell, it just takes effect. location you described. The portal may only
your choice
be used once by each ally.
You may only have a single contingent • Truthfully answer one question
spell held at a time; if you cast
Contingency while you have a held spell,
Cloudkill If you run out of hold the spell ends. If the
target takes damage you lose 1 hold. While
the new held spell replaces the old one. 7th Level Summoning (ongoing)
the spell is ongoing you cannot cast a spell.
A cloud of fog drifts into this realm from
True Seeing beyond the Black Gates of Death, filling the
7th Level Divination (ongoing) immediate area. Whenever a creature in the
area takes damage it takes an additional,
You see all things as they truly are. This
separate 1d6 damage which ignores Armor.
effect persists until you tell a lie or dismiss
This spell persists so long as you can see
the spell. While this spell is ongoing you
the affected area, or until you dismiss it.
take -1 to cast a spell.

NINTH LEVEL SPELLS

Alert Shelter Antipathy


9th Level Divination 9th Level Evocation (ongoing) 9th Level Enchantment (ongoing)
Describe an event. The GM will tell you You create a structure out of pure magical Choose a target and describe a type of
when that event occurs, no matter where power. It can be as large as a castle or as creature or an alignment. Creatures of the
you are or how far away the event is. If you small as a hut, but is impervious to all non- specified type or alignment cannot come
choose, you can view the location of the magical damage. The structure endures within sight of the target. If a creature of
event as though you were there in person. until you leave it or you end the spell. the specified type does find itself within
You can only have one Alert active at a sight of the target, it immediately flees.
time. Perfect Summons This effect continues until you leave the
target’s presence or you dismiss the spell.
9th Level Summoning
Soul Gem While the spell is ongoing you take -1 to
You teleport a creature to your presence. Cast a Spell.
9th Level Name a creature or give a short description
You trap the soul of a dying creature of a type of creature. If you named a
within a gem. The trapped creature is creature, that creature appears before you.
aware of its imprisonment but can still be If you described a type of creature, a
manipulated through spells, parley, and creature of that type appears before you.
other effects. All moves against the
trapped creature are at +1. You can free the
soul at any time but it can never be
recaptured once freed.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
“Portray a fantastic world, fill the
characters’ lives with adventure,
and play to find out what
happens.”

PRINCIPLES GM MOVES DUNGEON MOVES


Draw Maps, leave blanks: Create the world as
Use a monster, danger, or location move: Change the environment: Alter the surroundings
you go, but maintain a framework. Leave spaces
Monsters, dangers, and locations all have their in a way that affects the players' progress or
for further exploration and let your players
unique abilities and characteristics. Utilize their presents new obstacles. This could involve
contribute details.
moves to challenge the players and enhance the collapsing tunnels, flooding chambers, or shifting
Address the characters, not the players: Speak to narrative. landscapes.
the characters in-game, fostering immersion and
Reveal an unwelcome truth: Present the players Point to a looming threat: Hint at an upcoming
maintaining the distinction between player and
with information that disrupts their plans or danger or challenge by revealing traces of a
character knowledge.
assumptions, leading to new challenges or threatening presence. This builds anticipation and
Embrace the fantastic: Dungeon World is a world complications. encourages the players to strategize.
of magic and wonder. Embrace the fantastical
Show signs of an approaching threat: Foreshadow Introduce a new faction or type of creature: Bring
elements and let them enrich your storytelling.
upcoming dangers by providing subtle clues or a fresh element into the story by introducing a
Make a move that follows: Moves flow from the indications that something dangerous is on the new group, faction, or type of creature. This could
fiction. When the narrative reaches a point where horizon. be a rival adventuring party, a hidden society, or a
a move is triggered, use the established move to menacing monster.
Deal damage: Inflict harm on characters when
shape the story.
their actions or the narrative dictates. This Use a threat from an existing faction or type of
Never speak the name of your move: Instead of reminds players of the dangers they face and adds creature: Utilize familiar foes or adversaries to
announcing the move you're making, describe the tension. create tension and challenges. This could involve
events unfolding naturally and let the players the return of a previous enemy or a new twist on
Use up their resources: Introduce situations that
infer which move is being triggered. an existing creature's behavior.
GM GUIDE

require the use of valuable resources such as


Give every monster life: Monsters are more than equipment, spells, or consumables. This prompts Make them backtrack: Create a situation that
statistics. Describe their appearance, behaviors, players to strategize and manage their resources requires the players to retrace their steps, either
and motives to bring them to life. wisely. due to a blocked path, forgotten item, or
unexpected development. This adds depth to the
Name every person: NPCs should have names Turn their move back on them: If a player's move
world and tests their navigation skills.
and identities. This helps create a vibrant world has an unintended consequence or allows for a
and encourages player engagement. GM move, seize the opportunity to introduce Present riches at a price: Offer the players a
complications or challenges. tempting reward or treasure, but make it clear
Ask questions and use the answers: Involve
that obtaining it comes with risks or moral
players in world-building by asking questions Separate them: Temporarily split the party to
dilemmas. This encourages them to weigh their
about their characters, and integrate their introduce individual challenges or obstacles,
desires against potential consequences.
answers into the narrative. forcing them to regroup or navigate situations
independently. Present a challenge to one of the characters:
Be a fan of the characters: Celebrate the players'
Design a scenario that plays to the strengths,
successes and make their characters the central Give an opportunity that fits a class’ abilities:
weaknesses, or personal conflicts of a specific
focus of your storytelling. Tailor opportunities to characters' strengths and
character. This allows individual characters to
class abilities, allowing them to shine and
Think dangerous: Present challenges that have shine and contribute uniquely.
contribute uniquely to the situation.
real consequences. Keep the tension high, and let
the characters' choices shape their fate. Show a downside to their class, race, or
equipment: Highlight vulnerabilities or limitations
Begin and end with the fiction: Moves are rooted
tied to a character's class, race, or equipment. This
in the narrative. Start with the fiction, apply the
adds depth and realism to the world.
rules, and let the results influence the ongoing
story. Offer an opportunity, with or without cost:
Present players with enticing opportunities that
Think off-screen, too: The world is alive even
advance their goals. These opportunities might
beyond what the players directly experience.
come with risks or demands, adding complexity.
NPCs have their own goals and actions, and
events occur independently of the players' Put someone in a spot: Create dilemmas that force
presence. characters to make tough choices, revealing their
priorities and values.

Tell them the requirements or consequences and


ask: Present players with a situation and its
potential outcomes. Then, let them decide how to
proceed, knowing the potential consequences.

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME Campaign Adventure

CAST STAKES

DANGER DANGER

TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS

FRONTS
DANGER DANGER

TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
MAKING MONSTERS MONSTER TREASURE
Start with the monster’s damage die:
Grouping • Hoarder: roll twice - higher result
dmg HP • Far from home: add at least one ration
Horde (many) d6 3 Monster Move(s): what does it do? • Magical: some strange item, possibly magical
Pack (2-5) d8 6 • Divine: a sign of a deity (or deities)
Instinct: what problems does it cause?
• Planar: something not of this earth
Solitary d10 12
• Lord over others: +1d4 to the roll
Size Monster Tags
• Ancient and noteworthy: +1d4 to the roll
range modifiers Amorphous: bizarre/unnatural anatomy.
Roll the monster’s damage die plus any added
Tiny (cat) hand -2 dmg Cautious: prizes survival over aggression. dice to find the monster’s treasure:
Small (child) close Construct*: It was made, not born Result
Standard close Devious*: main danger is sly or indirect. 1: A few coins, 2d8 or so
close/ +4 HP, +1
Large (cart) Hoarder: almost certainly has treasure. 2: An item useful to the current situation
reach dmg
+8 HP, +3 Intelligent: It’s smart enough that some 3: Several coins, about 4d10
Huge (bigger) reach individuals pick up other skills. Add other tags to
dmg
reflect those skills. A small item (gem, art) worth 2d10×10
4:
Attack Style coins, 0 weight
Magical*: can use spells & magic.
tags modifiers 5: Some minor magical trinket
vicious & obvious +2 dmg Organized*: group structure that aids survival.
Defeating one provokes wrath. Useful information (in the form of clues,
small & weak decrease damage die 6:
notes, etc.)
potent strength forceful +2 dmg Planar*: It’s from beyond this world
A bag of coins, 1d4×100 or thereabouts. 1
bypasses Armour ignore Armour Stealthy*: avoids detection and can attack with 7:
weight per 100
skilled in offense roll x2 - better result surprise.
A very valuable small item (gem, art)
deft strikes 1 piercing Terrifying: presence/image evokes fear. 8:
worth 2d6×100, 0 weight
can piece metal messy +1 piercing * make a move that conforms to this tag A chest of coins and other small
can rend metal messy +3 piercing 9: valuables. 1 weight but worth 3d6×100
can hold at bay reach Special Qualities (Examples) coins.
attacks at range near/ far Monstrous quirks guiding its fiction: 10: A magical item or magical effect
ancient increase damage die Many bags of coins for a total of
• Amorphous • Insubstantial 11:
abhors violence roll x2 - worse result 2d4×100 or so
• Amphibious • Keen-sensed
MONSTERS

divine favor +2 dmg • Ancient • Metallic A sign of office (crown, banner) worth at
12:
Defenses • Aquatic • Mutated least 3d4×100 coins

Armour modifier • Broodling • Oozing A large art item worth 4d4×100 coins, 1
• Burrowing • Petrified 13:
cloth or flesh 0 weight
• Camouflaged • Plant-like
leather or hide 1 A unique item worth at least 5d4×100
• Corrosive • Regenerative 14:
coins
mail or scale 2 • Elemental • Scent-tracking
plate or bone 3 • Enchanted • Shapeshifting All the information needed to learn a
15:
• Filth-ridden • Shelled new spell and roll again
magic protection 4
• Flexible • Spiny A portal or secret path (or directions to
skilled in defense +1 16:
• Haloed • Stone-fleshed one) and roll again
uses shields +1
• Hive-minded • Telepathic
uncanny stamina +4 HP Something relating to one of the
• Hybrid • Transparent 17:
characters and roll again
unnatural nature +4 HP • Illusory • Undead
amorphous +1 +3 HP • Impervious • Winged A hoard: 1d10×1000 coins and 1d10×10
18:
• Insectoid • Wooden gems worth 2d6×100 each
divine favor +2 HP

MONSTER MOVES (EXAMPLES)


• Assault or invade the mind and senses • Fill a mind with foreign thoughts • Report, share tales, or provide intelligence
• Attack using elemental powers • Fling or hurl a creature or object • Retreat strategically
• Beg for mercy • Gnaw, chew, or bite ferociously • Rip or sever something (or someone) apart
• Blend into or merge with surroundings • Hide within darkness or use it to advantage • Resurrect oneself or an ally
• Call up reinforcements or summon allies • Hold or engulf the unsuspecting • Shake the earth or surroundings
• Charge with force or stampede • Infect or poison foes • Steal or take by force
• Corrode materials (metal, flesh, wood) • Inflict cruelty or pain • Swarm or attack in overwhelming numbers
• Deliver judgment or pass divine knowledge • Inspire, lead, or rally others in battle • Swallow or consume foes whole
• Deploy chaotic or misunderstood spells • Invoke ancient oaths, divine laws, or dogma • Strike from the shadows, water, sky, or earth
• Disarm foes in combat • Launch surprise attacks • Transform, transmute, or reshape
• Drive adversaries back • Lay traps for the unwary • Traverse through dense environments
• Engage in a frenzy or relentless rage • Lure prey using illusions or hidden beauty • Undermine the ground
• Escape into the air or water • Offer deceitful bargains or entice mortals • Uphold the law, justice, or moral standards
• Expose or reveal hidden threats • Open a portal to another location or plane • Use ancient mysteries or old magics
• Extort or demand tribute • Paralyse or immobilise with touch or gaze • Utilise the environment as a weapon

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
STEADINGS
Making a Village Making a Town Prosperity Tags
Default: Poor, Steady, Militia, Resource, Oath. If Default: Moderate, Steady, Watch, Trade (two). If • Dirt: Essentials scarce, cheap unskilled labor.
part of a kingdom, pick one: listed as Trade by another, pick one: • Poor: Basic items only, weapons limited, ample
• Natural defense: Safe, -Defenses • Booming: Booming, Lawless unskilled labor.
• Abundant resources: +Prosperity, Resource, • At crossroads: Market, +Prosperity • Moderate: Most mundane items, some skilled
Enmity • Defended by another: Oath, +Defenses labor.
• Protected by another: Oath, +Defenses • Built around church: Power (Divine) • Wealthy: All mundane items, various skilled
• On major road: Trade, +Prosperity labor, high demand.
• Focused on craft: Craft, Resource
• Wizard's tower: Personage, Blight • Rich: Beyond mundane items, specialist labor at
• Military post: +Defenses
premium rates.
• Religious site: Divine, History Choose one problem:
Choose one problem: • Outgrown supply: Need (resource), Trade Population Tags
• Arid land: Need (Food) (supplier) • Exodus: Near collapse, losing population.
• Dedicated to deity: Religion, Enmity • Offers defense: Oath, -Defenses • Shrinking: Fewer people, empty buildings.
• Recent battle: -Population, -Prosperity or - • Notorious outlaw: Personage, Enmity • Steady: Stable population, slow growth.
Defenses • Monopoly on good/service: Exotic, Enmity • Growing: Overcrowded, not enough buildings.
• Monster issue: Blight, Need (adventurers) • Disease: -Population • Booming: Strained resources due to population
• Absorbed another: +Population, Lawless • Popular meeting place: +Population, Lawless surge.
• Remote: -Prosperity, Dwarven/Elven
Making a Keep Other Tags
TRAPS & HAZARDS Default: Poor, Shrinking, Guard, Need (Supplies), • None: Basic tools as weapons.
Trade (supplier), Oath. With fealty, choose one:
Hazard • Militia: Armed citizens on call, no standing
• Noble-owned: +Prosperity, Power (Political) force.
tags
• Skilled commander: Personage, +Defenses • Watch: Few sentries, mainly to alert militia.
Common d6
• Has trade road: +Prosperity, Guild (trade) • Guard: Constant defense, under 100 personnel,
Specialized d8 • Special troop training: Arcane, -Population one patrol.
Signature d10 • Fertile land: remove Need (Supplies) • Garrison: Constant defense, 100-300 personnel,
• Border keep: +Defenses, Enmity (nearby multiple patrols.
Trigger • Battalion: Up to 1,000 defenders, manned
steading)
tags defenses.
Choose one problem:
upon touch contact • Legion: Thousands of soldiers, intimidating
• Natural defense: Safe, -Population defenses.
when used usage
• Conquest keep: Enmity (original owners)
when close proximity • Brigand haven: Lawless Other Tags
upon a special condition condition • Built for specific threat: Blight
• Safe: Idyllic and hidden; loses this tag if other
• War-torn: History (Battle), Blight (Spirits) beneficial tags degrade.
activated by user manual
• Short on elite: Need (Skilled Recruits) • Religion: Local deity revered.
Target • Exotic: Unique local goods/services.
tags Making a City • Resource: Easy access to listed resource,

LOCATION
single character direct Default: Moderate, Steady, Guard, Market, Guild, cheaper here.
Oaths (2 steadings). If trading and fealty from one • Need: High demand for listed resource, sells for
immediate area confined
steading each, choose one: more.
whole room localized
• Fortified: +Defenses, Oath (your choice) • Oath: Sworn oaths to specific steadings.
entire sector level • A ruler: Personage (ruler), Power (Political) • Trade: Regular trade with listed steadings.
Reset • Diverse population: Dwarven/Elven/both • Market: Major trade hub, +1 to supply.
tags • Trade hub: Trade (all steadings), +Prosperity • Enmity: Holds grudge against specific
• Ancient city: History, Divine steadings.
single use one-shot
• Learning center: Arcane, Craft, Power (Arcane) • History: Notable past event.
requires someone to reset manual • Arcane: Spells for sale, +1 to recruit adepts.
Choose one problem:
resets under key conditions automatic (n) • Divine: Major religious site, healing services, +1
• Resource strain: +Population, Need (food)
general condition of area permanent to recruit priests.
• Territorial: Enmity (nearby steadings),
• Guild: Dominant guild presence, +1 to recruit
Other +Defenses
related hirelings.
tags • Theocracy: -Defenses, Power (Divine)
• Personage: Notable local individual.
• Democracy: -Defenses, +Population
notifies upon activation alarm • Dwarven: Mostly dwarves, cheaper dwarven
• Supernatural guard: +Defenses, Blight goods.
traps victims in area confinement (supernatural)
• Elven: Mostly elves, cheaper elven goods.
disorients victims, requiring • Power nexus: Arcane, Personage, Blight
confusion • Craft: Known for specific craft, higher quality
checks to act (arcane)
items.
roll dmg twice - better result deadly
• Lawless: High crime, weak authority.
bypasses armor by design ignores Armor • Blight: Recurring local problem, typically a
leaves lingering condition, -1 monster.
impairment
ongoing or a debility • Power: Holds specific type of sway.
frequent but diminished
ongoing (n)
damage - lower attack die
unleashes a monster instead release Steading Names
immobilizes or subdues subdual Graybark, Nook’s Crossing, Tanner’s Ford, Crosses, Battlemoore, Torsea, Curland, Snowcalm,
Goldenfield, Barrowbridge, Rum River, Seawall, Varlosh, Terminum, Avonia, Bucksburg,
can choose targets targeted
Brindenburg, Shambles, Covaner, Enfield, Crystal Settledown, Goblinjaw, Hammerford, Pit, The Gray
can relocate victims transported Falls, Castle Daunting, Nulty’s Harbor, Fast, Ennet Bend, Harrison’s Hold, Fortress
Castonshire, Cornwood, Irongate, Mayhill, Pigton, Andwynne, Blackstone

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
HIRELINGS
Hirelings are equipped with a points that can be
allocated to their Loyalty and skills, determined by
the steading they were enlisted from.
• Villages: 2–5 points
• Keeps: 5–8 points
• Towns: 4–6 points MAKING CHARACTERS
• Cities: 6–10 points
• Motive: what does the character want? Names
• Knack: what is the character good at?
Allegiance Fluctuation • Criminal connections • Perceptive eye
Finbar, Hywn, One Eye, Alhoro, Arlon, Yev, Slime, Jocat,
Ewing, Lim, Poy, Milo, Deryl, Medlyn, Astrafel, Daelwyn,
When you provide extra incentives or exceptional • Muscle • Visions
Feliana, Damarra, Sistranalle, Pendrell, Melliandre,
kindness to a hireling, they gain +1 forward on • Specialized • Craftsmanship Dagoliir, Baldric, Leena, Dunwick, Willem, Edwyn, Florian,
rolls using their Loyalty with them. weaponry • Artistic talent Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra,
When you exhibit disrespect or mistreatment • Hedge wizardry • Elemental immunity Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
towards a hireling, take -1 Loyalty forward on • Local knowledge • Silver tongue Siggrun, Freya, Wesley, Brinton, Jon, Sara, Hawthorn,
rolls using their Loyalty with them. • Noble lineage • Innate magic Elise, Clarke, Lenore, Piotr, Dahlia, Carmine, Hycorax,
• Unique item • Unshakable balance Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros,
When you achieve a significant accomplishment
• Fated destiny Aegor, Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle,
with the assistance of a hireling, they gain 1 • Moral compass
Puck, Anne, Serah, Elana, Obelis, Herran, Syla, Andanna,
permanent Loyalty. • Hidden wisdom • Flawless memory
Siobhan, Aziz, Pelin, Sibel, Nils, Wei, Ozruk, Surtur,
• Magical insight • Loyalty
When you suffer a major defeat with a hireling, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq,
• Unusual heritage • Poison mastery
they lose 1 permanent Loyalty. Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar,
• Political sway • Exotic knowledge Kithracet, Thelian, Finnegan, Olive, Randolph, Bartleby,
Compensating Hirelings • Monster affiliation • Nerves of steel Aubrey, Baldwin, Becca, Hawke, Rudiger, Gregor, Brianne,
• Guarded secret • Companion Walton
Hirelings compensation can include:
• True love • Lucky streak
• Triumph and Achievement • Perfect crime plan
• Renown and Honor
• Supernatural CHARACTER MOTIVATIONS
• Divine blessing attention
• Coin • Legal immunity • Culinary skills • To seek justice or revenge
• Indulgence and Revelry • Martial arts mastery • Mechanical genius • To spread faith or suffering
• Hidden Lore • Ring of power • Adventurous spirit • To reconnect with loved ones
• Kind Deeds • Wealth • Animal affinity • To gain wealth or resources
If an extended period passes without fulfillling a • Fortified stronghold • Irresistible charm • To atone, make amends or heal
hireling's compensation, their Loyalty decreases • Polyglot • Ancient lore • To explore or discover
by 1 ongoing until their terms are satisfied. • To uncover truths or secrets
• To find or reclaim something lost
COMMON HIRELINGS • To defeat or destroy an enemy
• To conquer, expand, or protect territory
Adept Protector
• To cure or overcome adversity
This hireling is a modestly skilled mage capable of Protectors are unwavering guardians who shield their
• To master a craft or skill
augmenting the spells of their allies. employers from harm.
• To survive, escape, or find safety
Arcane Assistance: An adept boosting a lower- Sentry: A protector boosting your Armor against a • To earn love, affection, or approval
level spell enhances its range, duration, or specific attack adds their skill level to your rating. • To prove oneself or make a point
intensity. Any spell backlash targets the adept Their skill drops by 1 until healed. • To improve or transform oneself
first. The GM decides specific effects, informing
Intervene: When a protector assists in Defying • To fulfill or evade a duty
the player beforehand.
Danger, you can opt for a +1 bonus. However, a hit • To deceive, manipulate, or control
then only counts as a swing. • To gain fame, renown, or influence
Burglar
• To uphold, challenge, or break the law
Burglars possess a set of illicit skills, particularly in dealing Warrior • To accumulate power or rank
with traps.
Warriors are skilled in combat, although not at the level of a • To help, protect, or serve others
Experimental Trap Disarming: A leading burglar master. • To educate, learn, or teach
detects traps in time but takes the full impact. The • To settle down or retire
Man-at-Arms: When assisted by a warrior, their
group gets a +skill bonus to avoid the trap, and • To restore or tarnish a reputation
skill adds to your damage dealt. If
the burglar's Armor equals their skill against it.
counterattacked, the warrior absorbs the impact, • To live a quiet or secluded life
Usually, the burglar will need quick healing. If
shielding you. • To support family or allies
NPCS

camping near the trap, it's disarmed upon


breaking camp. • To travel or experience new things
Tracker • To overcome personal challenges
Minstrel Trackers possess the unique skill of following trails and • To gamble, risk, or play games
uncovering hidden paths. • To establish or destroy a legacy
Minstrels are skilled in bringing joy and have a keen talent
for negotiation. • To better society or one's surroundings
Trailblazer: During a Make Camp session, a
tracker learns the trail's details and can guide the • To recover lost memories or identity
A Hero's Welcome: Entering a leisure venue with a • To engage in combat or competition
group to the next major terrain, condition, or
minstrel makes you esteemed guests unless you
weather change upon departure. • To fulfill or defy expectations
act poorly. The minstrel's skill also reduces town
• To transform or reinvent oneself
prices for you. Expert Guide: When leading a Perilous Journey,
• To achieve immortality or leave a mark
the group auto-succeeds in journeys shorter than
Priest the tracker's skill in rations, thanks to their • To find true love or companionship
navigation expertise. • To embody or avoid virtues or vices
Priests are lower-ranking clergy with the ability to provide
• To fulfill a fantasy or aspiration
minor aid.
• To cause change / maintain status quo
Ministry: Camping with a priest boosts your • To venture into the unknown
healing, adding their skill to your HP recovery. • To entertain, create, or perform
First Aid: A priest's care heals you for 2×skill HP • To die gloriously or peacefully
but gives -1 forward from discomfort. • To find purpose or meaning

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
DUNGEON GEAR
Adventuring Gear: Find a useful mundane item Medical and Healing Drugs & Poison
when rummaged. (5 uses, 20 coins, 1 weight)
Bandages: Bandage wounds to heal 4 damage. (3 Halfling Pipeleaf: Share to gain +1 forward to
Bag of Books: Consult for +1 on spout lore roll. (5 uses, slow, 5 coins, 0 weight) parley. (6 uses, 5 coins, 0 weight)
uses, 10 coins, 2 weight)
Poultices and Herbs: Treat wounds to heal 7 Oil of Tagit: Induces light sleep. (Dangerous,
damage. (2 uses, slow, 10 coins, 1 weight) applied, 15 coins, 0 weight)
Food and Drink
Dungeon Rations: Edible provisions. (Ration, 5 Healing Potion: Drink to heal 10 damage or Bloodweed: Reduces damage dealt. (Dangerous,
uses, 3 coins, 1 weight) remove a debility. (50 coins, 0 weight) touch, 12 coins, 0 weight)

Dwarven Hardtack: Dwarf meal, tastes strong and Antitoxin: Drink to cure a poison. (10 coins, 0 Goldenroot: Makes target see next creature as a
smoky. (Requires Dwarf, ration, 7 uses, 3 coins, 1 weight) trusted ally. (Dangerous, applied, 20 coins, 0
weight) weight)

Elven Bread: Rare elven delicacy. (Ration, 7 uses, Serpent’s Tears: Increases damage vulnerability.
10 coins, 1 weight) (Dangerous, touch, 10 coins, 0 weight)

Keg of Dwarven Stout: Drink for a Carouse bonus;


or get very drunk if consumed alone. (10 coins, 4
weight)

GOODS & SERVICES WEAPONS & ARMOUR EQUIPMENT TAGS


• Applied: Effective when given to someone or
Peasant 14 coin-Cha Club, Shillelagh Close, 2 weight, 1 coin
added to food/drink.
Inn (wk) Civilised 30 coin-Cha Close, two-handed, 1
Staff • Awkward: Hard or unwieldy to handle.
Luxury 48 coin-Cha weight, 1 coin • +Bonus: Improves effect circumstantially.
Labour (wk) 10 coin • n coins: Buying price. "-Charisma" allows
Dagger, Shiv, Knife Hand, 1 weight, 2 coin
Army (mth) 30 coin negotiation based on Charisma score.
Companion 20 coin-Cha • Dangerous: Risky without precautions.
Thrown, near, 0 weight, 1
Throwing Dagger • Ration: Somewhat edible.
Entertainment 18 coin-Cha coin
• Requires: Useful only to specific users.
Road Escort Bandits 20 coin Short Sword, Axe,
Close, 1 weight, 8 coin • Slow: Takes minutes to use.
(dy) Monsters 54 coin Warhammer, Mace
• Touch: Applied by direct contact.
Brutes 5 coin Long Sword, Battle Close, +1 damage, 2 • Two-handed: Needs both hands.
Killing Axe, Flail weight, 15 coin
Assassination 120 coin • n weight: Adds to Load.
Chirurgeon 5 coin Reach, thrown, near, 1 • Worn: Must be worn to use.
Spear
• n Uses: Limited use count.

EQUIPMENT
weight, 5 coin
Prayers (mth) 1 coin
Reach, +1 damage, two-
Customization Item base cost+50 coin Halberd
handed, 2 weight, 9 coin
Weapon Tags
Repairs 25% item cost • n Ammo: Counts as ammo for ranged weapons;
Close, precise, 1 weight,
Rapier number indicates remaining supply.
hearty tack 1 coin 25 coin
Single Meal • Forceful: Can knock enemies back or down.
personal feast 10 coin
• +n Damage: Adds 'n' to the damage dealt.
Large spread meager fare 1 coin Close, 1 piercing, precise,
Dueling Rapier • Ignores Armour: Damage isn't reduced by
2 weight, 50 coin
(per person) luxury banquet 15 coin target’s Armor.
• Messy: Causes destructive, brutal damage.
Donkey 20 coin (5 Load)
Beast Horse 75 coin (10 Load)
Ranged Weapons • n Piercing: Bypasses 'n' Armour for attack.
Warhorse 400 coin (12 Load) • Precise: Use DEX, not STR for attacks.
Ragged Bow Near, 2 weight, 15 coins
• Reload: Requires a pause to reset.
Cart 30 coin (15 Load) Close, two-handed, 1
Landcraft Fine Bow • Stun: Deals stun instead of regular damage.
Wagon 150 coin (40 load) weight, 1 coin • Thrown: Can be thrown to attack; lost until
Barge 50 coin (15 Load) Near, far, 1 weight, 100 retrieved. No ammo option on volley swing.
Hunter’s Bow
Riverboat 150 coin (20 Load) coin
Watercraft
Caravel 5k coin (200 Load)
Near, +1 damage, reload,
Range Tags
Warship 20k coin (100 Load) Crossbow
3 weight, 35 coin • Hand: Within arm's reach.
Calm 1 coin • Close: Just a step away.
Bundle of Arrows 3 ammo, 1 weight, 1 coin
Safe Passage Tough 10 coin • Reach: Within your immediate vicinity.
Dangerous 100 coin 4 ammo, 1 weight, 20 • Near: Within a stone’s throw.
Elven Arrows
coin • Far: Beyond a shout's range.
Peasant 20 coin-Cha
Dowry Yeoman 50 coin-Cha Armour
Noble 200 coin-Cha Armour Tags
1 Armour, worn, 1 weight, • Armour: Deduct Armor value from damage
Racketeering 100 coin-Cha Leather Armour
10 coin taken. If multiple items, use the highest.
Government 50 coin-Cha • +n Armour: Adds protection. Combine with
Bribes Compelling 80 coin-Cha 1 Armour, worn, 1 weight,
Chainmail other Armor values.
Irrefusable 500 coin-Cha 10 coin
• Clumsy: Reduces agility. Cumulative -1 penalty
2 Armour, worn, clumsy, when in use.
Pauper 1 coin Scale Mail
3 weight, 50 coin
Gifts Fine 55 coin
Noble 200 coin 3 Armour, worn, clumsy,
Plate Armour
4 weight, 350 coin
Jewelry 75 coin
Attire: 105 coins +1 Armour, 2 weight, 15
Finery Shield
Mural: 350+ coins coin
Regalia: 5k coins

This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com

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