Dragon Heir Specialty: Difference between revisions

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=== One With the Blood ===
=== One With the Blood ===


You are no longer harmed by the touch of your element. If you would be damaged by your element, you may spend one mojo to deal 1d4 HP.
You are no longer harmed by the touch of your element. If you would be damaged by your element, you may spend one mojo to heal 1d4 HP.


''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''

Latest revision as of 17:46, 10 June 2015

A Class Warfare-like magician specialty for Dungeon World games.

You have the blood of dragons in you, giving you magical gifts.

Compendium Class

This specialty cannot be selected as a compendium class.

Starting Moves

You start with these moves:

Dragon Mojo

When you spend uninterrupted time (an hour or so) in quiet contemplation of your draconic nature, hold mojo equal to CHA. Lose any mojo you previously held. If you have another move that allows you to generate mojo (such as the spontaneous caster's Gather Mojo move, you lose this move.

Fire in the Blood

Some of your moves manifest "elemental damage". The type of element depends on the species of your dragon ancestor. Choose your ancestor's species and, with it, the expression of this elemental damage (e.g. fire, electricity, acid, cold, etc.).

Talons

So long as you hold mojo, you may grow claws at will (hand, precise, 1 piercing, 0 weight). When you hack and slash with these claws your damage is also elemental damage.

Advanced Moves

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

Dragonskin

As long as you hold mojo, you have +2 armor.

Elemental Teeth

When you deal damage with your element (from any source), your damage die is d10. If the damage dealt doesn't use your damage die, add +CHA damage instead.

One With the Blood

You are no longer harmed by the touch of your element. If you would be damaged by your element, you may spend one mojo to heal 1d4 HP.

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Breath Weapon

Requires: One With the Blood When you exhale your element at a target, roll+CHA. On a 10+, choose three. On a 7-9, choose two. On a miss, choose one:

  • Deal your damage to the target and two other nearby targets.
  • Deal your damage to the target.
  • You may use your breath weapon again today.
  • You do not need to spend 1 mojo.

Dragonhide

Replaces: Dragonskin As long as you hold mojo, you have +4 armor.

Dragon Form

Requires: Breath Weapon When you take on the form of a dragon, hold 3. You may spend mojo when you change shape to buy additional hold. While in this form, your damage die becomes d10, your armor becomes 5 and you may "see" your immediate area even in total darkness or with your vision obscured. Spend hold to do one of the following:

  • Hack and slash with a bite (reach, messy, 4 piercing, roll two d12 for damage and take the best result).
  • Fly on mighty wings.
  • Heal yourself 1d8 damage.

When you run out of hold, you revert to normal form, and may not use this move again until you have gathered mojo.

Dragon Heir Alignments

You may choose one of these instead of an adventurer alignment:

Chaotic

Neutral

Dragon Heir Bonds

Dragon Heir Gear

You gain alchemical reagents (4 uses, 1 weight).

Dragon Heir Races

You may choose one of these instead of an adventurer race option:

Elf

Human