Interested in the Tavern’s reaction to this CC Class…

Interested in the Tavern’s reaction to this CC Class…

Interested in the Tavern’s reaction to this CC Class…

Corpse Robber 1.0a

If you survive an expedition to raid a graveyard of corpses you may take the following move when you next level up:

You are a Corpse Robber. You’re never caught by surprise in graveyard, tomb or catacombs. When an enemy or trap would get the drop on you, you get to act first instead.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

I Ain’t Afraid of No Ghost: You gain personal immunity from attacks from incorporeal undead but you also lose all abilities to attack such creatures.

Treasure Seeker: You can magically sense which tombs or graves contain treasure.

Speak with the Dead: Gain the ability to cast the clerical spell.

Gravedigger’s Mark: Intelligent Undead will speak with you respectfully with fear and may offer information or aid in exchange for being left in peace at the GM’s discretion. The “mark” usually takes the form of a glyph or symbol on your forehead visible only to the undead.

This is the current canon for the Scholar-Slayer of the Undead now called the……

This is the current canon for the Scholar-Slayer of the Undead now called the……

This is the current canon for the Scholar-Slayer of the Undead now called the……

Scholar of Undeath 1.1 (Open to all classes except clerics)

If you somehow “turn” an undead monster without being a cleric you may take the following move when you next level up:

Scholar of Undeath: You may turn undead as if you were a cleric. A holy symbol is not required.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

Circle of Protection: You may create a magical circle inscribed with salt that the undead will be unable to enter.

Weapons of Faith: You may attack incorporeal creatures as if they had a solid form. You also gain the ability to cast all the clerical rotes.

Undead Slayer: All attacks against corporeal undead do double damage.

Mind Immunity: You are immune to any undead mental “special attacks” or abilities such as paralysis, mind control, vampiric charm or possession.

Tomb Raider Compendium Class 1.0g

Tomb Raider Compendium Class 1.0g

Tomb Raider Compendium Class 1.0g

Revised…

If you survive an expedition to raid a tomb of great lethality and historic importance you may take the following move when you next level up:

You are a Tomb Raider. When you spout lore or discern realities about ancient tombs, take +1.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

Scholar of Unlife: You may turn undead as if you were a cleric.

Tomb Vision: You gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions in tombs, crypts or catacombs.

Tomb Wary: You’re never caught by surprise in tombs, crypts or catacombs. When an enemy or trap would get the drop on you, you get to act first instead.

Dice with Death: If you take your last breath and either miss or refuse Death’s bargain, you can still come back to life; but may only use this ability once.

Scholar-Slayer of the Undead 1.0a

Scholar-Slayer of the Undead 1.0a

Scholar-Slayer of the Undead 1.0a

Let me know what you think…

If you survive an expedition to destroy an undead monster of great lethality you may take the following move when you next level up:

Scholar-Slayer of the Undead: You may turn undead as if you were a cleric. A holy symbol is not required. You also gain the ability to cast all the clerical rotes.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

Circle of Protection: You may create a magical circle inscribed with salt that the undead will be unable to enter. The circle’s power will be broken if any protected member leaves or a corporeal person or monster enters it. A party may make camp within such a circle.

Incorporeal Attack: You may attack incorporeal creatures as if they had a solid form.

Undead Slayer: All attacks against corporeal undead do double damage.

Lord Slayer’s Mark: You are immune to any “special attacks” or abilities beyond physical simple harm that an undead creature may cause, You can never be changed into or arise after death as such a creature. Low level undead creatures will normally flee your presence from instinct or fear and only attack if cornered. Intelligent Undead will speak with you respectfully with fear and may offer information or aid in exchange for being left in peace at the GM’s discreation.The “mark” usually takes the form of a glyph or symbol on your forehead visible only to the undead.

Tomb Raider Compendium Class 1.0c

Tomb Raider Compendium Class 1.0c

Tomb Raider Compendium Class 1.0c

Let me know what you think…

If you survive an expedition to raid a tomb of great lethality and historic importance you may take the following move when you next level up:

You are a Tomb Raider. When you spout lore or discern realities about ancient tombs, take +1.

When you pick locks and detect or ancient disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7-9, you still do it, but the GM will offer you two options between a cost, danger, and suspicion. A Thief or character that has the class ability to pick locks or disarm traps gains a +2 on all such ability rolls when in a tombs, dungeons, tombs, crypts or catacombs.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

Scholar of Unlife: You may turn undead as if you were a cleric. A holy symbol is not required.

True Vision: You gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions.

Tomb Wary: You’re never caught by surprise in ruins, dungeons, tombs, crypts or catacombs. When an enemy or trap would get the drop on you, you get to act first instead.

Dice with Death: If you take your last breath and either miss or refuse Death’s bargain, you can still come back to life; but may only use this ability once.

Brian Engard posted a Witcher compendium class back in 2013, but the link is now broken.

Brian Engard posted a Witcher compendium class back in 2013, but the link is now broken.

Brian Engard posted a Witcher compendium class back in 2013, but the link is now broken. Anyone have a copy of that class and willing to share? Thanks!

Got another one #DungeonWorldCC

Got another one #DungeonWorldCC

Got another one #DungeonWorldCC

Like that weapon? Don’t want to get rid of it? Now you don’t have to, with the new Smithy move. Allows anyone with a background in metal work to make and improve your precious gear. Get it now!

Hammer ‘N Anvil

When you spend time and resources to craft a new, or modify an old, piece of gear, describe how and Roll+(1 per 10gp spent). 10+ hold 2, 7-9 hold 1, 6- “Oops, what a mess”. Spend holds one for one.

Melee Weapon

New weapon starting tags (hand, two-handed, 1 weight)

-> Add one range(Close, Reach and +1 weight)

-> Add one tag (Forceful, Messy, Stun, Precise, Piercing +1)

-> Becomes One-Handed and Awkward (can’t take this if it’s already Awkward)

-> +1 damage and becomes Two-handed (can’t take this if it’s already Two-Handed, or has +3 damage already)

-> Remove one of these tags (Requires, Awkward)

-> Thrown (Near)

-> -1 weight and -1 damage (Can’t be less than 1 weight)

Armor/Shield

New armor starting tags (0 armor, worn, 0 weight)

New Shield starting tags (+0 armor, 1 weight)

-> +1 armor, +1 weight, Awkward, Clumsy (can’t take this if it’s already Clumsy, Awkward or has +3 armor)

-> Remove one of these tags (Clumsy, Awkward, Requires)

-> -1 weight and becomes Awkward (Can’t be less than 1 weight)

Repair

You can repair any non-magical metal work, given the proper supplies, and tools. When you spend some time with your tools repairing broken gear, Roll+STR.

10+ the item is repaired

7-9 it requires more supplies, spend half the total value of the gear or lose it completely

Few, that’s allot I know. I think I got something here. It flows like water, adding positives with negatives and spending gold to reduce the risk of losing your special piece of equipment. Then finally, removing all the negative effects, so you can further increase its potential, but not without further gold cost, because after all we don’t want a 6-.

Here is another simple CC move. Great for any spell user. #DungeonWorldCC

Here is another simple CC move. Great for any spell user. #DungeonWorldCC

Here is another simple CC move. Great for any spell user. #DungeonWorldCC

Scribe

When you have time to sit and write down a spell you know/prepared and empower your words with magical energy onto a blank piece of parchment, Roll+INT and forget the spell until you make camp.

10+, The scroll is complete

7-9, choose one:

-The magic within the parchment won’t last the day

-The spell contains unforeseen consequences (GM will tell you how when the scroll is used)

-Making the scroll has drained you more than expected. Forget an additional spell until you make camp.

I just love compendium classes and moves.

I just love compendium classes and moves.

I just love compendium classes and moves. With so many classes out there, I feel it unnecessary at times to build an entirely new class when all you really want is a little something extra. Sure, there can be focus issues, but those can be overlooked and heck even seen as extra; no harm done.

I like to even give compendium classes at level 1 provided a sufficient back story for the character.

So, my question is, does anyone have a list of compendium classes people have created?