Heritage for Dungeon World
At level 1, choose your heritage. You can choose either the class-specific heritage move for your class from the Dungeon World core rules, or the general starting move for that heritage presented here. Either way, when levelling up, you can choose an advanced move from your chosen heritage playbook in place of one from your class playbook.
This is a special option; you gain no heritage move at first level, but you can choose any two heritages, and when levelling up you can choose an advanced move from either of your chosen heritage playbooks.
Ambitious, innovative, anti-tradition, existentialists.
Existence Precedes Essence At the end of a session, but before making the End of Session move, you can rewrite your alignment move based on the events of the session.
Breadth of Experience Take one move from any class playbook, as long as you meet any prerequisites for it.
City Dweller When you enter a city for the first time, you can immediately discern realities about the place. You gain one additional question (four on a 10+, two on a 7-9, and one on a 6-), and you can ask your questions at any point while in the place.
Fellowship You gain a bond – define it – which applies to every member of the party, and they each gain a bond with you.
Friend of All Folk When you introduce yourself to a non-human person in a friendly and honest way, roll+CHA. On a 10+, choose two. On a 7-9, choose one.
They will not lie to you.
They will speak well of you to others when they have the chance.
Take +1 forward to parley with them.
Strive for Mastery Must be taken at level 2-5 Take a move from your class playbook that would normally require you to be level 6 or higher, as long as you meet any other prerequisites for the move.
Thirst for Knowledge In the end of session move, if the party answers “yes” to the question “did you discover something new about the world?”, you mark 2 xp instead of 1.
Graceful, keen senses, magical, haughty, long-lived.
Keen Senses When you use your eyes or ears to discern realities you take +1, and you can discern realities by sight at much longer distances than other characters.
Because I Was There When you spout lore about an ancient place or event you might conceivably have visited or witnessed, take +1. If you roll a 10+, you may add a detail to the GM’s answer, and whatever you say is true.
Elf-Friend You can take this move only if another player character has saved your life or done some other profound act of favour. You create a special two-way bond with this character: your BOND with them is set to +3, their bond with you is set to +3, and all other elves will be able to sense the magic of the bond, and will respect their status as elf-friend. You can only have one elf-friend bond at a time, but should the bond ever be broken – by death or betrayal – you can bestow a new one should someone else earn it.
Elven Bearing When you impress someone with the grace and nobility of your people, you can parley with them without leverage.
Fey-Folk Magic Choose one cantrip from the Wizard cantrip list. You can cast this cantrip as if using the Wizard’s Cast a Spell move, except that you may choose either Intelligence, Wisdom or Charisma as the star with which you cast the cantrip. Also, when you discern realities, you add this question to the list: “What kind of magic is active here?”
Forest Dweller When you enter a forest for the first time, you can immediately discern realities about the place. You gain one additional question (four on a 10+, two on a 7-9, and one on a 6-), and you can ask your questions at any point while in the place.
Grief of the Ages When something or someone beautiful or important perishes, as all things do, and you spend a few minutes in mourning, take +1 forward.
Tough, resilient, stoic, drinkers, warriors, miners, live underground, tradition, gold.
Dwarvern Toughness You have 4 additional hit points.
Ancestral Enemies Choose a type of enemy: elves, giants, goblins or orcs. When you charge into battle with such an enemy with no caution or thought, you gain +1 Armour against such creatures’ attacks and +1 to your damage rolls against them for the duration of the battle.
Iron Tolerance You can drink any amount of alcohol without fear of the next morning, and you take +1 on Constitution Defy Danger rolls to resist the effects of poison.
Metal Mastery When you spend some time using smithing tools to repair a metal weapon or suit of armour, roll+WIS. On a hit, the item is repaired and battle-ready once more. On a 10+, the item is better than new; for the duration of the next battle in which it is used, a weapon grants a +1 damage bonus and armour grants +1 armour.
Nose for Gold When you engage your mysterious dwarven sense for all that sparkles, roll+WIS. On a 10+, the GM tells you where the nearest precious metal, gems or jewellery lie. On a 7-9, the GM tells you where the treasure is, but your lust for it is overpowering and you take -1 ongoing until you get your hands on it.
Roots of the Mountain Unless it is completely unavoidable, you never lose your footing or fall over.
Tunnel Dweller When you go into a place beneath the earth for the first time, you can immediately discern realities about the place. You gain one additional question (four on a 10+, two on a 7-9, and one on a 6-), and you can ask your questions at any point while in the place.
Lucky, daring, small, nimble, amiable, hearth and home.
Luck of the Small Folk Once per session you can turn a 6- on any roll into a 7-9, or a 7-9 into a 10+.
The Bare Necessities When you buy adventuring gear, you gain one extra use. You can expend a use of adventuring gear to produce one ration for each party member, a flask of ale or wine, some halfling pipeleaf or some cooking utensils.
Brave Soul Once per session when you overcome your fear and venture into a dangerous situation alone, mark xp.
Country Dweller When you enter a village, farmstead or other small, rural settlement for the first time, you can immediately discern realities about the place. You gain one additional question (four on a 10+, two on a 7-9, and one on a 6-), and you can ask your questions at any point while in the place.
More than Meets the Eye When someone (or something) underestimates you because of your small stature or mild temperament, take +1 forward against them.
Not on My Watch When you speak words of friendship or encouragement to a dying party member, they can add your BOND with them to their last breath roll.
Tastes Like Home When you undertake a perilous journey, take the quartermaster role and roll a 7+, everyone in the party takes +1 forward once you get where you are going.
Massive, angry, proud, rugged, intimidating.
Orcish Might You take +1 on all Defy Danger rolls using Strength.
Intimidating Presence When another player character uses threats of violence as leverage to parley with someone, you can grant them +1 on the roll (as if you had successfully aided them) by standing silently nearby.
Natural Outsider Take any Barbarian move (as long as you meet any prerequisites for it).
Natural Warrior Take any Fighter move (as long as you meet any prerequisites for it).
Nomad When you undertake a perilous journey, you can immediately discern realities about the region you will be travelling through. You gain one additional question (four on a 10+, two on a 7-9, and one on a 6-), and you can ask your questions at any point while on the journey.
Pain-Fuelled Rage When you roll a 6- on hack and slash, you can forego marking xp and instead take +1 forward to hack and slash.
Relentless Vigour You recover from Strength and Constitution debilities after just a few hours of rest.