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Character Creation
In the Dungeon World system, each class has its own playbook. The playbook includes a character sheet and all the information required to fill it out such as starting moves, what races, alignments, bond suggestions -
Magic Items
There are stranger things in the world than swords and leather. Magic items are the non-mundane items that have intrinsic power. Magic items are for you to make for your game. Players can make -
Fronts
Fronts are secret tomes of GM knowledge built outside of active play. They are designed to help you organize your thoughts on what opposes the players. They contain notes, ideas and plans. Consider them an -
Basic Moves
Hack and Slash Hack and slash is for attacking a prepared enemy plain and simple. If the enemy isn’t prepared for your attack—if they don’t know you’re there or they’re -
Druid
Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something -
Wizard Spells
You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells. Level Cantrip -
Cleric
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what. Note that maintaining -
GM Moves
GMs don't announce to players what move they are about to take. Instead, they begin to spin narrative that makes it very clear what predicament the character or characters are in and then, (addressing -
Cleric Spells
Rotes Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells. -
Barbarian
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra raxes, Sillius, Sha Sheena, Khamisi the Glorious, the Hungry, the Irascible, the Undefeated, the -
Wizard
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a -
Ranger
When you gain a level from 2-5, choose from these moves. You may take this move only if it is your first advancement. Somewhere in your lineage lies mixed blood and it begins to -
Immolator
Write the first paragraph of your page here. Your maximum HP is 4+Constitution Score. Your base damage is d8. -
Weapons
Weapons don’t kill monsters, people do. That’s why weapons in Dungeon World don’t have a listed damage. A weapon is useful primarily for its tags which describe what the weapon is useful -
Monsters
In classic DW, a monster is any living (or undead) thing that stands in the character's way. Not all NPCs are necessarily monsters but if abused, mistreated or taken advantage of, even the most -
Fighter
You ignore the clumsy tag on armor you wear Fill in the name of one of your companions in at least one: -
Creating Maps
The foundation of an adventure is the map. It is a drawing or diagram showing the spatial relationships of different physical features in the game world. The world map is divided up into named regions -
Paladin
Write the first paragraph of your page here. Your maximum HP is 10+Constitution. -
Armor
Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants. Spells -
A Dungeon World Wiki
Dungeon World is a a fantasy tabletop roleplaying system created by Sage LaTorra and Adam Koebel. It uses the PbtA engine and was originally released in 2012 under the Creative Commons Attribution 3.0 Unported -
Leveling
As the player characters go on perilous adventures, preform glorious deeds and survive epic danger thay gain experience points (XP) which allow them to advance as a class or take a multi-class option. Of -
Flags
Flags within Dungeon World were originally suggested in the blog post From Bonds To Flags by Rob Donoghue. It was further refined here and made available in a slightly modified format on ADW under the -
Building NPCs
NPCs are people. They have goals and tools to struggle towards those goals. Don't make them the core of the fiction- the adventures should be the central cast, the stars of the show. Use -
NPC Tables
Roll to determine context (where they are encountered or where they come from) if it hasn’t already been established, then 1d12 for Occupation if needed. Use the other tables below for traits and followers -
Spells
Known spells are those a spellcaster has mastered enough to prepare. The cleric knows all cleric spells of their level or lower including rotes. Wizards begin knowing all their cantrips and three 1st level spells
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The Terraria Wiki is a comprehensive resource containing information about all versions of Re-Logic's action-adventure sandbox game, Terraria.