Dungeon World Companion

Advanced Moves

When you gain a level from 2–5, choose from these moves.

Chosen One

Choose one spell. You are granted that spell as if it was one level lower.

Invigorate

When you heal someone they take +2 forward to their damage.

The Scales of Life and Death

When someone takes their last breath in your presence, they take +1 to the roll.

Serenity

When you cast a spell you ignore the first -1 penalty from ongoing spells.

First Aid

Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

Divine Intervention

When you commune you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, they intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage.

Penitent

When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell.

Empower

When you cast a spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well:

Orison for Guidance

When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.

Divine Protection

When you wear no armor or shield you get 2 armor.

Devoted Healer

When you heal someone else of damage, add your level to the amount of damage healed.

When you gain a level from 6–10, choose from these moves or the level 2–5 moves.

Anointed

Requires: Chosen One

Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.

Apotheosis

The first time you spend time in prayer as appropriate to your god after taking this move, choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer, you permanently gain that physical feature.

Reaper

When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.

Providence

Replaces: Serenity

You ignore the -1 penalty from two spells you maintain.

Greater First Aid

Requires: First Aid

Cure Moderate Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

Divine Invincibility

Replaces: Divine Intervention

When you commune you gain 2 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, who intervenes with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negates the damage.

Martyr

Replaces: Penitent

When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell and add your level to any damage done or healed by the spell.

Divine Armor

Replaces: Divine Protection

When you wear no armor or shield you get 3 armor.

Greater Empower

Replaces: Empower

When you cast a spell, on a 10–11 you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free.

Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move.