Here’s a Necromancer Compendium class I created for one of the players in my current campaign.

Here’s a Necromancer Compendium class I created for one of the players in my current campaign.

Originally shared by Brian Holland

Here’s a Necromancer Compendium class I created for one of the players in my current campaign. Any and all feedback is appreciated.

Notes:

He’s playing a Human Wizard and took Animate Dead as his Cleric Spell.

I have already discussed the trigger and Practiced Animation with him.

https://docs.google.com/document/d/1cJed2NZfZs7nyHtkdjTr_Hz6rl6XY2SIn-_FUKB-S_Y/edit?usp=sharing

10 thoughts on “Here’s a Necromancer Compendium class I created for one of the players in my current campaign.”

  1. Michael G. Barford and Damian Jankowski if you click through to the Dungeon World Tavern thread you can see some of the comments that have prompted some changes. As-is this works nicely (although I feel *Life Syphon is a little week) but I’m adding some flavor with the changes.

  2. Michael G. Barford and Damian Jankowski if you click through to the Dungeon World Tavern thread you can see some of the comments that have prompted some changes. As-is this works nicely (although I feel *Life Syphon is a little week) but I’m adding some flavor with the changes.

  3. I like it when sparsely and concisely written moves create a flavor all their own. Like Life Syphon: Deal damage of any kind, gain 1 HP. A trad player may look at this and think, “Man this is a trap feat.” But a good Dungeon World player will imagine their necromancer in a non-combat situation, nicking someone with an obsidian kris, and the GM will ask them what it looks like when they siphon a portion of life out of the wound. And imagine what kind of a situation they’re in? What is the relationship between the two people? Perhaps the cleric is a worshipper of the goddess of healing and relief, and the victim is performing an act of worship. Or maybe it’s something more sinister and vampiric, and the subject is unwilling. But look at the mileage you can get out of that simple move with the right table expectations.

  4. I like it when sparsely and concisely written moves create a flavor all their own. Like Life Syphon: Deal damage of any kind, gain 1 HP. A trad player may look at this and think, “Man this is a trap feat.” But a good Dungeon World player will imagine their necromancer in a non-combat situation, nicking someone with an obsidian kris, and the GM will ask them what it looks like when they siphon a portion of life out of the wound. And imagine what kind of a situation they’re in? What is the relationship between the two people? Perhaps the cleric is a worshipper of the goddess of healing and relief, and the victim is performing an act of worship. Or maybe it’s something more sinister and vampiric, and the subject is unwilling. But look at the mileage you can get out of that simple move with the right table expectations.

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