Professional Documents
Culture Documents
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
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.
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
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.
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
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.
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.
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.
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
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.
Conquest
What are you Waiting For?
Riches and property
When you cry out a challenge to your
enemies, roll+CON. Fame and glory
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.
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.
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
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.
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.
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.
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
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..
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.
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)
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.
This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
FIFTH LEVEL SPELLS
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.
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
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.
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.
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.
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
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..
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.
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.
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
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.
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.
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
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.
is incandescent. I bear a
Stunned -1 Confused -1 Scarred -1 torch for them.
INT WIS CHA
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.
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.
When you gain a level from 6-10, you may choose from these moves.
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
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.
is a mystery, an enigma
Stunned -1 Confused -1 Scarred -1 that tests my insights.
INT WIS CHA
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.
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.
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
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.
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.
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.
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
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
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!
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.
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-.
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
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.
is a friend of nature, so I
Intelligence Wisdom Charisma will be their friend as well.
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.
THE RANGER
Consumed target. Roll once and apply damage to all
You may take this move only if it is your first
advancement. targets.
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
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 .
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.
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
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
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.
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.
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.
When you gain a level from 6-10, you may choose from these moves.
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
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.
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.
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.
This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
FIFTH LEVEL SPELLS
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.
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.”
This customized Playbook for Dungeon World is compatible with Rules as Written. - MorningstarFables.com
NAME Campaign Adventure
CAST STAKES
DANGER DANGER
TYPE: TYPE:
FRONTS
DANGER DANGER
TYPE: TYPE:
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
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
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)
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