Posted by : David Guyll July 01, 2014

Here is the current draft of the invoker for my Dungeon World version of Sundered World. As with the battlemind, this is based at least conceptually on the 4th Edition class of the same name.

I am still working on the bonds, I might end up changing mantra to glory (same as with my sun priest), not sure if mantra is too easy/hard to regain without making camp (and if the mantra moves are too useful/not good enough), and need to hammer out a few more 6-10 advanced moves, but let me know what you think so far.

The Astral resonates with power and potential. Somehow the gods came into being, embodiment of a purpose and imbued with unfathomable power. Now they are dead, but something stirs within you. It is a mere echo of the power that once coursed through the now shattered-heavens, but over time it will grow.

What will you do with it?

Look
Sparkling Eyes, Glowing Eyes, or Wrappings
Flowing Hair, Bald, or Brilliant Halo
Robes, Minimal Clothing, or Holy Vestments
Flawless Skin, Glowing Patterns, or Luminescent Skin

Stats
Your maximum HP is 6+Constitution.
Your base damage is d6.

Starting Moves
Choose where your shard of divine power came from and gain the corresponding move:

Birth
You were born with it, perhaps even from it. Do you have a father? Do you even have a mother? Your Divinity stat is CON. When you regain mantra, regain an equal amount of hit points.

Gift
It was given to you, either as part of a rite of passage or from an angelic being. It could have even been given to you by a dead god. Your Divinity stat is WIS. When you regain mantra, an ally you can see takes +1 forward.

Spontaneous
It happened during a definitive moment, or a moment of crisis. Describe this event. Your Divinity stat is CHA. When an enemy deals damage to you, regain 1 mantra.

You start with these moves:

Shard of Divinity
You draw from a pool of divine essence to effect your miraculous powers, referred to as mantra. Your mantra is equal to your Divinity. When you make camp, set your mantra to its maximum. You can spend 1 mantra to do one of the following:
  • Touch a creature and restore 1d4 hit points.
  • Prevent yourself from taking 1 damage.
  • Deal +1d4 damage with a melee attack.

When you meditate for about an hour and listen to the hopes and prayers that resonate through the astral, roll+Divinity. ✴On a 10+, regain 1d6 mantra. ✴On a 7-9, regain 1d4 mantra and choose one:
  • Your shard diminishes—reduce your maximum mantra by 1d4 until the next time you make camp.
  • Your divine shard draws unwelcome attention.
  • The voices overwhelm you—take -1 ongoing for several minutes.

Divine Favor
When you try to aid someone you can see, you can spend mantra and roll+mantra spent.

Divine Wrath
When you unleash the fires of judgement, spend mantra and roll+mantra spent. ✴On a 10+, deal your damage to a nearby enemy. ✴On a 7-9, deal your damage and choose one:
  • Your wrath taxes your shard—lose 1d4 mantra.
  • You shard draws unwelcome attention, or you put yourself in a spot—the GM will tell you how.
  • You hurt someone or something you did not want to—the GM will tell you who or what.

Astral Shaper
When you drift through the astral or try to shape objects out of it, you can spend mantra and roll+mantra spent.

Alignment

Lawful
Pass judgement.

Neutral
Convert others to your cause.

Good
Use your power to save others.

Gear
Your load is 9+STR. You have dungeon rations (5 uses, 1 weight). Choose your raiment:
  • Flowing robes (0 weight) and 2 healing potions (0 weight)
  • A shining suit of chainmail (1 armor, 1 weight)
  • An embossed shield (+1 armor, 2 weight)
Choose your weapon:
  • Godstone hammer (close, 1 weight)
  • A gold-shod staff (close, two-handed, 1 weight)
  • Ornate whiteoak bow (near, 2 weight) and a bundle of arrows (3 ammo, 1 weight)
Choose one:
  • Adventuring gear (1 weight) and bandages (0 weight)
  • Angelheart fragment (0 weight)
  • Healing potion (0 weight)

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Believe In Me…
When you make a move to protect someone or during a crucial moment, if you roll a 10+ gain 1d4 mantra.

Celestial Host
You gain an angelic servant. What does it look like? Treat it as a hireling with 4 skill points. It will always serve you faithfully, and if destroyed a new one will soon arrive to take its place.

Divine Aegis
As long as you have mantra, you gain +1 armor.

Divine Might
Your bare hands are weapons with the hand and forceful tags, and you deal +1 damage when attacking with them. When you hack and slash with your hands or perform a feat of strength, you can choose to spend mantra and roll+mantra spent.

Divine Retribution
When you take damage from a melee attack, spend 1 mantra to deal your damage to your attacker.

(Alternatively I was thinking that, if you take damage from a melee attack and spend mantra to reduce the damage to 0 that you deal damage to your attacker.)

Doth Giveth…
When you spend mantra to aid an ally, if they roll a 12+ they succeed beyond expectations.

Gate Key
You can spend 10 mantra to activate an angel gate.

Godling of War
You can spend mantra to instantly summon a weapon with one of the following tags per point of mantra spent: close, reach, 1 piercing, near, or precise. It vanishes if you release it.

Leap of Faith
When you make a move in which you can spend mantra without spending any, on a 10+ regain 1d6 mantra, and on a 7+ regain 1d4 mantra.

Shrine
You have a shrine dedicated to you. Describe the steading it is located at. As long as it stands whenever you regain mantra, regain +1d4.

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