Dungeon World Companion

Starting Moves

Choose a race and gain the corresponding move:

Dwarf

You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.

Human

Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.

You start with these moves:

Deity

You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:

Choose one precept of your religion:

Divine Guidance

When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

Turn Undead

When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

Commune

When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:

Cast a Spell

When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one:

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.