I’ve been working on a Dungeon World hack set in a magical university and, as warm up for it, wrote out a new class.

I’ve been working on a Dungeon World hack set in a magical university and, as warm up for it, wrote out a new class.

I’ve been working on a Dungeon World hack set in a magical university and, as warm up for it, wrote out a new class. I’d love some feedback on my in progress Illusionist, if anyone could give it a look. 

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together…

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together…

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together a Compendium Class to handle her accomplishment. I’m not that experienced with Dungeon World yet, though, so I thought I’d put it up here for suggestions.

Master of the Wild Hunt

When you gain control of the Wild Hunt, you may take this move when you level up.

Release the Hounds!

When you order the Wild Hunt to pursue and destroy a foe, roll +CHA. On a 10, pick 2. On a 7-9, pick 2 and gain a point of Fey. On a miss, the hunt goes spectacularly awry. 

Only the named target is pursued

The Hunt will pursue the target even into cities and near, though not within, temples

The Hunt returns with the imprisoned soul of the hunted

The Hunt does not demand payment

If your Fey ever exceeds your Wisdom, you give in to the power of the Otherworld. You lose your racial move and your alignment becomes Lawful: Ironically punish a wicked mortal. 

Once you’ve taken Release The Hounds!, 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.

See the wicked

When you look at a person, you see what sins play a major role in their life, if any. Noticing this is unavoidable, as long as you still have the power of sight. Your Fey goes up by 2, and these points can never be lost.

Reality’s Backroads

Whenever you act as the scout on a Perilous Journey, you may lead the group through a short cut in the Otherworld. This shaves some time off the trip, and you will always roll a 7 on the Scout roll. Taking this move raises your Fey score by 1 and this point can never be lost. 

Immortal Nature

As long as you are actively hunting a named target, you never fatigue or need sleep. Also, you cease aging. Your Fey score goes up by 1 and this point can never be lost. 

Imprison the Sinful

When you defeat and kill a wicked foe, you may imprison their soul in a bauble. From there, you can communicate with them via the bauble. As long as they are imprisoned, the can never be raised and their spirt is blocked from all other magical communication. If you desire, you can send the soul to the underworld to be punished on your behalf. This releases your control on the soul and reduces your Fey score by 1.