If you survive an encounter with a lethal band of orcs and vow revenge you may take the following move when you next level up:
You are an Orc Slayer. Once an orc has blooded your blade you may track that creature forever. The creature’s hateful blood calls out to you in your dreams; and shades of the creatures murdered victims point the way at night. In the day footprints only you can see shadow your vision. You can only have one such target at a given time.
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:
Orc Assassin. You deal double damage to orcs.
Foul Disguise: You may disguise yourself as an orc roughly your size.
Backstab: You may backstab as if you were a Thief.
If a player(s) approaches the “hanging tree” at midnight roll +Wisdom;
On a 10+;
The voice of a dead loved one(s) calls down and blesses the character(s). All the adventurer(s) hit points are restored, curses lifted, illnesses cured, etc.
On a roll of 7-9:
The voice of a murdered victim calls out warning the party or player of danger. The player(s) may ask the ghost three questions; which the Keeper must answer.
On a 6 or less:
The ghost of a murderer laughs and tells the player(s) “I’ll be seeing you real soon…”
The haunted tree will never speak to a adventurer more than once.
Ghost Killer (Dungeon World Compendium Class) 1.0d
Special Thanks to Eric Lochstampfor!
If you survive an encounter with a powerful form of incorporeal undead you may take the following move when you next level up:
You are a Ghost Killer. You may attack incorporeal creatures as if they had a solid form. 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:
Mind Immunity: You are immune to any undead mental “special attacks” or abilities such as paralysis, mind control, vampiric charm or possession.
Scholar of Unlife: You may turn undead as if you were a cleric.
Ghost Slayer: All attacks against incorporeal monsters do double damage.
Graveyard Sight: You can detect invisible creatures and have Infravision.
Corpse Robber 1.0b (Thanks to Andrea Parducci & Jeremy Strandberg)
Corpse Robber 1.0b (Thanks to Andrea Parducci & Jeremy Strandberg)
If you inducted into the secret and ancient order of the Corpse Robbers” Guild and anointed with the oil from a burning Hand of Glory:
You are a Corpse Robber. Your anointed eyes can see spirits of the dead, even when they would otherwise go invisible; when you ask the GM “What spirits of the dead or undead are present here?” and you’ll always get an honest answer
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:
Cloak of Gravedust: You may assume the form of a zombie or other low level corporeal undead creature. In this form any “Gravedigger’s Mark” is concealed and the undead will not generally attack. You may not use this move in daylight.
Treasure Seeker: You can cause tombs, crypts, graves or other burial sites with valuable treasure to light with St. Elmo’s fire.You may not use this move in daylight.
Zombie Servant: You may animate a single Zombie Servant to help you in your work.You may not use this move in daylight. It will fall to rotting pieces at sunrise.
Zombie Servant (Construct, Terrifying)
Punch and gnaw (d4 damage) 6 HP
Close
Special Qualities: Undead, Smells of Decay
A common or garden corpse reanimated with basic necromancy. Braindead servitor with little to offer in combat except its refusal to die.
Instinct: To serve its creator
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.
Ghost Killer (Dungeon World Compendium Class) 1.0b
Ghost Killer (Dungeon World Compendium Class) 1.0b
If you survive an encounter with a powerful form of incorporeal undead you may take the following move when you next level up:
You are a Ghost Killer. You may attack incorporeal creatures as if they had a solid form. 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:
Undeath Immunity: 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.
Scholar of Unlife: You may turn undead as if you were a cleric.
Ghost Slayer: All attacks against incorporeal undead do double damage.
Graveyard Sight: You can detect invisible creatures and have Infravision.
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.
It’s almost always possible to turn neat CC class moves into nifty magical items. For example:
It’s almost always possible to turn neat CC class moves into nifty magical items. For example:
Revised as per Tavern patrons input 1.1
Icon of Life ( All classes but Cleric): You may turn undead as if you were a cleric. (1 Weight)
Blessed Salt (Three Uses, Cleric & Paladin Only): You may create a magical circle inscribed with salt that the undead will be unable to enter.
Astral Oil (5 Uses, lasts until party next makes camp)when coated on weapons You may attack incorporeal creatures as if they had a solid form.
Blessed Oil: (5 Uses, lasts until party next makes camp)All attacks against corporeal undead do double damage.
Potion of the Tomb Wariness: When worn 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. The potion is active until you next make camp.
Potion of True Vision: When drunk you gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions until you next make camp.
Ring of True Life: 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.
Amulet of Hecate: 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 once and after which the amulet vanishes.
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.
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.
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.