Dungeons & Delvers: Skeleton Race & Class

One of the earliest Dungeon World classes we published was The Skeleton.

It's exactly what it says on the tin: you're a skeleton, albeit with some unusual abilities that your typical skeleton wouldn't have, partially because it made for a more interesting class, but mostly because the class started out with me making a bunch of silly joke names for skeleton moves, but then Melissa was like, "Why not?"

It's because of this that I found it a bit funny that in our Age of Worms campaign, one of Jacob's friends wanted to join in as a skeleton fighter/warlock.

Real life happened and so turns out he can't play, but I'd already whipped up some quick stats for it, so on the off-chance someone wants to play a skeleton (and the GM gives it the go-ahead), I present to you the official skeleton "race" (let's call it version 1.0):

Skeleton Racial Features
The following assumes you are a skeleton of one of the core races (so Small or Medium size):
  • Size: Your size is Small or Medium.
  • Ability Scores: +1 Constitution; +1 to either Dexterity or Wisdom (Or maybe Charisma instead of Wisdom would be more appropriate?)
  • Speed: Your base Speed is 30 feet.
  • Nothing But Bones: You are immune to poison and disease. You also don't need to eat, drink, sleep, or breathe. You don't have Vitality Points: whatever VP you would gain are instead added to your WP total.
  • Undead: You cannot normally be healed via magic (GM's call: maybe a cleric with a Death domain could pull it off, or a necromancer could learn a talent that restores undead). Instead you can use bones, and bits of metal, wood, leather and so on to repair yourself: during a long rest, so long as you have the appropriate materials you regain WP equal to your level + Intelligence. If other PCs help, add their Intelligence to the total. (Thinking maybe the repair time could be reduced to simply one hour of work.)
  • Necrotic Resistance: 5+level
  • Vulnerabilities: You take an additional 5 damage from attacks that deal radiant or bludgeoning damage.

You can now get a physical copy of Dungeons & Delvers: Black Book in whatever format you want!

It look a lot longer than expected, but we finally released The Jinni. As with our other monstrous classes, this one is more faithful to the mythology (so don't go in expecting elemental-themed jinn).

After putting it to a vote, the next couple of classes on the docket are the warden (think 4E D&D warden) and apothecary (gotta go see what they're all about).

Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!

Just released our second adventure for A Sundered World, The Golden Spiral. If a snail-themed dungeon crawl is your oddly-specific thing, check it out!

By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).

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