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9
13
10
13
16
16
0
+1
0
+1
+2
 
+2
 

 
 
D6
2
16
Neutral: Avoid a conflict or defuse a tense situation.

 

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.

Charming & 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?

Bardic Lore


Choose an area of expertise: Legends of Heroes Past
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.

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.

Healing Song


When you heal with Arcane Art, you heal +1d8 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.

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.

Eldritch Tones


Your Arcane Art is strong, allowing you to choose two effects instead of one.

ITEM: Twin Chords


An enchanted choker that divides and amplifies bardic magic. When you use arcane art, you may choose to affect +1d4 additional targets - decide this before you roll. If you get a 7-9, those additional targets are of the GM's choosing.

Arcane Magnifying Glass


When you use this item in conjunction with discern realities, you may ask "What here is magic?" in addition to the standard questions.

ITEM: Sword Breaker Shield


A medium sized shield with notched groves along its edges, meant to catch an opponent’s weapon. When you use the shield to try and catch a bladed or piercing weapon, roll +DEX. On a 10+ choose two, on a 7-9 choose one:
  • Your enemy drops their weapon and must take a moment to retrieve it.
  • You move your enemy into an advantageous position.
  • You are able to move to a safer or more advantageous position.

  •  
    Rito: Gain +1 forward to Parlay witha nyone who has seen you perform.

     

     
    ItemTagsWeightCoin:Load: 7/9
    Lute0
    Leather Armor1 armor, worn1
    Dueling Rapierclose, precise2
    Pipeleaf6 uses0
    Healing Potions2 uses0
    Sword Breaker Shield+1 armor2
    Manacles1
    Dungeon Rations7 uses1
    Twin Chordsmagic0
    Magnifying Glassmagic0
    Donkey - Khoh Taemount

     
    5
    25

     
     

    Created by

    DiegotheDark.

    System

    Dungeon World

    Statblock Type

    Character Sheet

    Link/Embed