Dungeon World Companion

Advanced Moves

You may take this move only if it is your first advancement.

Half-Elven

Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation or vice versa.

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

Wild Empathy

You can speak with and understand animals.

Familiar Prey

When you spout lore about a monster you use WIS instead of INT.

Viper’s Strike

When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.

Camouflage

When you keep still in natural surroundings, enemies never spot you until you make a movement.

Man’s Best Friend

When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.

Blot Out the Sun

When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.

Well-Trained

Choose another training for your animal companion.

God Amidst the Wastes

Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.

Follow Me

When you undertake a perilous journey you can take two roles. You make a separate roll for each.

A Safe Place

When you set the watch for the night, everyone takes +1 to take watch.

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

Wild Speech

Replaces: Wild Empathy

You can speak with and understand any non-magical, non-planar creature.

Hunter’s Prey

Replaces: Familiar Prey

When you spout lore about a monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.

Viper’s Fangs

Replaces: Viper’s Strike

When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.

Smaug’s Belly

When you know your target’s weakest point your arrows have 2 piercing.

Strider

Replaces: Follow Me

When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both roles.

A Safer Place

Replaces: A Safe Place

When you set the watch for the night everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes +1 forward.

Observant

When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free.

Special Trick

Choose a move from another class. So long as you are working with your animal companion you have access to that move.

Unnatural Ally

Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.