- Dungeon World Bard Character Sheet
- Dungeon World Character Creator Free
- Dungeon World Character Builder
- Dungeon World Character Creator
- Dungeon World Character Creator Download
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, etc. The Dungeon World Compendium is based on the work of Sage LaTorra and Adam Koebel. You can create or select a ready-made world through the profile menu by clicking the Worlds line or through the main menu by clicking Create World.
27 Questions To Ask Your New Character. The character creation process is one of the most important steps at the beginning of any campaign. The choices you make will echo over the course of many levels. Making a truly memorable character requires you to make a lot of important choices. From race, class and attribute distribution all decisions.
Introduction >Contents
Making Dungeon World characters is quick and easy. You should all create your first characters together at the beginning of your first session. Character creation is, just like play, a kind of conversation—everyone should be there for it.
You may need to make another character during play, if yours gets killed for example. If so, no worries, the character creation process helps you make a new character that fits into the group in just a few minutes. All characters, even replacement characters, start at first level.
Dungeon World Bard Character Sheet
Most everything you need to create a character you’ll find on the character sheets. These steps will walk you through filling out a character sheet.
1. Choose a Class
Look over the character classes and choose one that interests you. To start with everyone chooses a different class; there aren’t two wizards. If two people want the same class, talk it over like adults and compromise.
I sit down with Paul and Shannon to play a game run by John. I’ve got some cool ideas for a wizard, so I mention that would be my first choice. No one else was thinking of playing one, so I take the wizard character sheet.
2. Choose a Race
Some classes have race options. Choose one. Your race gives you a special move.
I like the idea of being flexible—having more spells available is always good, right? I choose Human, since it’ll allow me to pick a cleric spell and cast it like it was a wizard one. That’ll leave Shannon’s cleric free to keep the healing magic flowing.
3. Choose a Name
Choose your character’s name from the list.
Avon sounds good.
4. Choose Look
Your look is your physical appearance. Choose one item from each list.
Haunted eyes sound good since every wizard has seen some things no mortal was meant to. No good wizard has time for hair styling so wild hair it is. My robes are strange, and I mention to everyone that I think maybe they came from Beyond as part of a summoning ritual. No time to eat with all that studying and research: thin body.
5. Choose Stats
Assign these scores to your stats: 16, 15, 13, 12, 9, 8. Start by looking over the basic moves and the starting moves for your class. Pick out the move that interests you the most: something you’ll be doing a lot, or something that you excel at. Put a 16 in the stat for that move. Look over the list again and pick out the next most important move to your character, maybe something that supports your first choice. Put your 15 in the stat for that move. Repeat this process for your remaining scores: 13, 12, 9, 8.
It looks like I need Intelligence to cast spells, which are my thing, so my 16 goes there. The defy danger option for Dexterity looks like something I might be doing to dive out of the way of a spell, so that gets my 15. A 13 Wisdom will help me notice important details (and maybe keep my sanity, based on the defy danger move). Charisma might be useful in dealing with summoned creatures so I’ll put my 12 there. Living is always nice, so I put my 9 in Constitution for some extra HP. Strength gets the 8.
6. Figure Out Modifiers
Next you need to figure out the modifiers for your stats. The modifiers are what you use when a move says +DEX or +CHA. If you’re using the standard character sheets the modifiers are already listed with each score.
Score | Modifier |
---|---|
1–3 | -3 |
4–5 | -2 |
6–8 | -1 |
9–12 | 0 |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
7. Set Maximum HP
Your maximum HP is equal to your class’s base HP+Constitution score. You start with your maximum HP.
Base 4 plus 9 con gives me a whopping 13 HP.
8. Choose Starting Moves
The front side of each character sheet lists the starting moves. Some classes, like the fighter, have choices to make as part of one of their moves. Make these choices now. The wizard will need to choose spells for their spellbook. Both the cleric and the wizard will need to choose which spells they have prepared to start with.
A Summoning spell is an easy choice, so I take Contact Spirits. Magic Missile will allow me to deal more damage than the pitiful d4 for the wizard class, so that’s in too. I choose Alarm for my last spell, since I can think of some interesting uses for it.
9. Choose Alignment
Your alignment is a few words that describe your character’s moral outlook. Each class may only start with certain alignments. Choose your alignment—in play, it’ll give your character certain actions that can earn you additional XP
The Neutral option for wizards says I earn extra XP when I discover a magical mystery. Avon is all about discovering mystery—I’ll go with Neutral.
10. Choose Gear
Each class has choices to make for starting gear. Keep your load in mind—it limits how much you can easily carry. Make sure to total up your armor and note it on your character sheet.
I’m worried about my HP, so I take armor over books. A dagger sounds about right for rituals; I choose that over a staff. It’s a toss-up between the healing potion and the antitoxin, but healing wins out. I also end up with some rations.
11. Introduce Your Character
Now that you know who your character is, it’s time to introduce them to everyone else. Wait until everyone’s finished choosing their name. Then go around the table; when it’s your turn, share your look, class and anything else pertinent about your character. You can share your alignment now or keep it a secret if you prefer.
This is also the time for the GM to ask questions. The GM’s questions should help establish the relationships between characters (“What do you think about that?”) and draw the group into the adventure (“Does that mean you’ve met Grundloch before?”). The GM should listen to everything in the description and ask about anything that stands out. Establish where they’re from, who they are, how they came together, or anything else that seems relevant or interesting.
“This is Avon, mighty wizard! He’s a human with haunted eyes, wild hair, strange robes, and a thin body. Like I mentioned before his robes are strange because they’re literally not of this world: they came to him as part of a summoning ritual.”
12. Choose Bonds
Once everyone has described their characters you can choose your bonds. You must fill in one bond but it’s in your best interest to fill in more. For each blank fill in the name of one character. You can use the same character for more than one statement.
Take some time to discuss the bonds and let the GM ask questions about them as they come up. You’ll want to go back and forth and make sure everyone is happy and comfortable with how the bonds have come out. Leave space to discover what each one might mean in play, too: don’t pre-determine everything at the start. Once everyone’s filled in their bonds read them out to the group. When a move has you roll+Bond you’ll count the number of bonds you have with the character in question and add that to the roll.
With everyone introduced I choose which character to list in each bond, I have Paul’s fighter Gregor and Shannon’s cleric Brinton to choose from. The bond about prophecy sounds fun, so I choose Gregor for it and end up with “Gregor will play an important role in the events to come. I have foreseen it!” It seems like the wizard who contacts Things From Beyond and the cleric might not see eye to eye, so I add Shannon’s character and get “Brinton is woefully misinformed about the world; I will teach them all that I can.” I leave my last bond blank; I’ll deal with it later. Once everyone is done I read my bonds aloud and we all discuss what this means about why we’re together and where we’re going.
13. Get Ready to Play
Take a little break: grab a drink, stretch your legs and let the GM brainstorm for a little bit about what they’ve learned about your characters. Once you’re all ready, grab your dice and your sheet and get ready to take on the dungeon.
Once you’re ready the GM will get things started as described in the First Session chapter.
Introduction >Classes >Contents
- 4 Starting Moves
- 5 Alignment
- 8 Advanced Moves
The poems say an adventurer’s life is all open roads and the glory of coin and combat. The tales told in every farmhand-filled inn have to have some ring of truth to them, don’t they? The songs to inspire peasantry and royals alike—to soothe the savage beast or drive men to a frenzy—have to come from somewhere.
Enter the bard. You, with your smooth tongue and quick wit. You teller-of-tales and singer-of-songs. It takes a mere minstrel to retell a thing but a true bard to live it. Strap on your boots, noble orator. Sharpen that hidden dagger and take up the call. Someone’s got to be there, fighting shoulder-to-shoulder with the goons and the thugs and the soon-to-be-heroes. Who better than you to write the tale of your own heroism?
Nobody. Get going.
Names
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra
Look
Choose one for each:
Knowing Eyes, Fiery Eyes, or Joyous Eyes
Fancy Hair, Wild Hair, or Stylish Cap
Finery, Traveling Clothes, or Poor Clothes
Fit Body, Well-fed Body, or Thin Body
Stats
Your maximum HP is 6+Constitution.
Your base damage is d6.
Starting Moves
Choose a race and gain the corresponding move:
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Human
When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.
You start with these moves:
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
- Heal 1d8 damage
- +1d4 forward to damage
- Their mind is shaken clear of one enchantment
- The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha.
✴ On a 10+, the ally gets the selected effect.
✴ On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
Bardic Lore
Choose an area of expertise:
- Spells and Magicks
- The Dead and Undead
- Grand Histories of the Known World
- A Bestiary of Creatures Unusual
- The Planar Spheres
- Legends of Heroes Past
- Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
- Whom do you serve?
- What do you wish I would do?
- How can I get you to ?
- What are you really feeling right now?
- What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
Alignment
Choose an alignment:
Good
Perform your art to aid someone else.
Neutral
Avoid a conflict or defuse a tense situation.
Chaotic
Spur others to significant and unplanned decisive action.
Gear
Your load is 9+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument, all are 0 weight for you:
- Your father’s mandolin, repaired
- A fine lute, a gift from a noble
- The pipes with which you courted your first love
- A stolen horn
- A fiddle, never before played
- A songbook in a forgotten tongue
Choose your clothing:
- Leather armor (1 armor, 1 weight)
- Ostentatious clothes (0 weight)
Choose your armament:
- Dueling rapier (close, precise, 2 weight)
- Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
Choose one:
- Adventuring gear (1 weight)
- Bandages (0 weight)
- Halfling pipeleaf (0 weight)
- 3 coins
Bonds
Fill in the name of one of your companions in at least one:
This is not my first adventure with .
I sang stories of long before I ever met them in person.
is often the butt of my jokes.
I am writing a ballad about the adventures of .
trusted me with a secret.
does not trust me, and for good reason.
Advanced Moves
When you gain a level from 2-5, choose from these moves.
Healing Song
When you heal with arcane art, you heal +1d8 damage.
Vicious Cacophony
When you grant bonus damage with arcane art, you grant an extra +1d4 damage.
It Goes To Eleven
When you unleash a crazed performance (a righteous lute solo or mighty brass blast, maybe) choose a target who can hear you and roll+Cha.
✴ On a 10+ the target attacks their nearest ally in range.
✴ On a 7–9 they attack their nearest ally, but you also draw their attention and ire.
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Metal Hurlant
When you shout with great force or play a shattering note choose a target and roll+Con.
✴ On a 10+ the target takes 1d10 damage and is deafened for a few minutes.
✴ On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.
A Little Help From My Friends
When you successfully aid someone you take +1 forward as well.
Eldritch Tones
Your arcane art is strong, allowing you to choose two effects instead of one.
Duelist’s Parry
When you hack and slash, you take +1 armor forward.
Bamboozle
When you parley with someone, on a 7+ you also take +1 forward with them.
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
Multiclass Initiate
Get one move from another class. Treat your level as one lower for choosing the move.
When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
Healing Chorus
Replaces: Healing Song
When you heal with arcane art, you heal +2d8 damage.
Vicious Blast
Replaces: Vicious Cacophony
When you grant bonus damage with arcane art, you grant an extra +2d4 damage.
Unforgettable Face
When you meet someone you’ve met before (your call) after some time apart you take +1 forward against them.
Reputation
When you first meet someone who’s heard songs about you, roll+Cha.
✴ On a 10+, tell the GM two things they’ve heard about you.
✴ On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.
Eldritch Chord
Replaces: Eldritch Tones
Dungeon World Character Builder
When you use arcane art, you choose two effects. You also get to choose one of those effects to double.
An Ear For Magic
When you hear an enemy cast a spell the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.
Devious
When you use charming and open you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.
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Duelist’s Block
Replaces: Duelist’s Parry
When you hack and slash, you take +2 armor forward.
Con
Replaces: Bamboozle
When you parley with someone, on a 7+ you also take +1 forward with them and get to ask their player one question which they must answer truthfully.
Multiclass Master
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Get one move from another class. Treat your level as one lower for choosing the move.