Additional Race Moves

The Bard

Dwarf

You are a chronicler of your people’s histories. In addition to any other categories of Bardic Lore you have mastered, you always know about The Dwarves and Their Affairs.

Halfling

Everyone always underestimates you. When you Defy Danger or Parley and use your disarming appearance, take +1.

Orc

Being an outsider has its advantages. When you first enter a civilized settlement, the GM will tell you something that troubles it; describe a solution they haven’t thought of.

 

The Cleric

Elf

Your people preach unity amidst the discord. When you deal peacefully with other followers of your god, take +1.

Halfling

Your people are fond of dualities. Choose a second domain; when you Commune with your deity, you can pick which of the two domains you have access to until the next time you Commune.

Orc

Your people practice ancestor worship. When you Commune with your deity, you are also granted the Wizard spell Contact Spirits as a Rote.

The Druid

Dwarf

You are born and bred of stone. In addition to any other attunements, the Towering Mountains are always considered your land.

Orc

You are at the top of the food chain. When you change your shape into that of a predator, you deal +1 damage.

 

The Fighter

Orc

Making you angry is a bad idea. When you are attacked by an enemy, you deal +1 damage forward against them.

 

The Paladin

Dwarf

You are a holy agent of your people’s law. When you give an order based on your divine authority to an NPC who is subject to dwarven law, you choose how they react.

Elf

You were chosen by Nature to protect her. When you pray for guidance, even for a moment, and ask “what here offends nature?” the GM will tell you, honestly.

Halfling

Your people are stoutest of heart. When you Defy Danger to resist temptation or corruption, take +1.

Orc

Your people worship valor, and you are a paragon of your people. When you are outnumbered or outmatched and pray for strength, take +1 armor until you lose HP.

 

The Ranger

Dwarf

When you are underground or in mountainous terrain, you are never lost and can always retrace your steps exactly.

Halfling

There is a very practical side to you. Your animal companion is always trained for Labor in addition to whatever other trainings it has.

Orc

Your animals are bred for war. Your animal companion has +1 armor and is always ferocious in addition to whatever other strengths it may have.

 

The Thief

Dwarf

When you take your sweet time to pick locks, pockets or disable a trap, take +1.

Elf

When you Discern Reality about a location, you always find any hidden doors and passages, even on a miss.

Orc

In addition to any others you may know, you always know the following poison:

Bitterleaf (touch): The target is overcome by a wave of nausea for a few moments.

 

The Wizard

Dwarf

Your spellbook is reinforced and nearly impossible to damage or destroy. Additionally, it can be used as a weapon with the Hand tag.

Halfling

When you create an illusion via Prestidigitation, it looks convincingly real (but won’t fool any other senses).

Orc

When you perform a Ritual, you can always choose to sacrifice a deadly monster as a replacement for fulfilling one of the conditions the GM gave you.

 

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Additional Race Moves

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