Dungeon World Companion

Starting Moves

Choose a race and gain the corresponding move:

Elf

When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.

Human

When you make camp in a dungeon or city, you don’t need to consume a ration.

You start with these moves:

Hunt and Track (Wis)

When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose 1:

Called Shot

When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Animal Companion

You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:

Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule

Choose a base:

Choose as many strengths as its ferocity:

Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy

Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:

Hunt, search, scout, guard, fight monsters, perform, labor, travel

Choose as many weaknesses as its instinct:

Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

Command

When you work with your animal companion on something it’s trained in…