Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, templar of the Good and the Light, right? The Cleric may say his prayers at night to the Gods, dwelling in their heavens. The Fighter may wield his sharp sword in the name of “good” but you know. Only you.
Eyes, hands and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vision, too. A purity of intent that your companions do not have. So guide these fools, Paladin. Take up your holy cause and bring salvation to the wastrel world.
Vae victis, right?
Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Titanius
Choose one for each:
Kind Eyes, Fiery Eyes, Glowing Eyes
Helmet, Styled Hair, Bald
Worn Holy Symbol, Fancy Holy Symbol
Fit Body, Bulky Body, Thin Body
Assign these scores to your stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 10+Constitution HP.
Your base damage is d10.
You are human, so you get this move.
When you Spout Lore you may also ask “Is it evil?” When you Discern Realities you may also ask “What here is evil?”
You start with these moves:
When you touch someone, skin to skin, and pray for your deity to cure them, roll+Cha. On a 10+ you heal 1d8 damage or remove one disease. On a 7-9, they are healed, but the damage or disease is transferred to you.
You ignore the Clumsy tag on armor you wear.
When you give an NPC an order based on your divine authority, roll+Cha. On a hit, they choose one:
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 Forward against them.
When you dedicate yourself to a mission through prayer and ritual cleansing state what you set out to do:
Then choose up to two boons:
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Choose an alignment:
Deny mercy to a criminal or unbeliever
Endanger yourself to protect someone weaker than you
Your Load is 8+Str. You start with dungeon rations (1 weight, 5 uses), scale armor (2 armor, 3 weight), and some mark of faith, describe it (0 Weight). Choose your weapon:
Fill in the name of one of your companions in at least one:
_______________'s misguided behavior endangers their very soul!
_______________ has stood by me in battle and can be trusted completely.
I respect the beliefs of _______________ but hope they will someday see the true way.
_______________ is a brave soul, I have much to learn from them.
When you gain a level from 2-5, choose from these moves.
You gain the Commune and Cast a Spell Cleric move. Your level for the purposes of that move is 1 + the levels you've gained since you took Divine Favor.
When you take damage you can use your body to deflect the blow. If you do you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can't use this move.
While on a Quest you deal +1d4 damage.
When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated or you admit your failure and prove your worth.
When you lead the charge into combat, those you lead take +1 forward.
When you Defend you always get +1 hold. Even on a failure you get 1 hold.
When you Hack and Slash, choose an ally. Their next attack against your target does +1d4 damage.
You get +1 armor while on a Quest.
Take +1 to Order Hirelings.
When you heal an ally, you heal +1d8 damage.
When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
Requires: Divine Favor
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.
While on a Quest you deal +1d8 damage.
When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.
Replaces: Staunch Defender
When you Defend you always get +1 hold. Even on a failure you get 1 hold. When you get a 12+ to Defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.
Replaces: Setup Strike
When you Hack and Slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.
Replaces: Holy Protection
You get +2 armor while on a Quest.
Replaces: Voice of Authority
Take +1 to Order Hirelings. When you roll a 12+ to Order Hirelings the hireling transcends their moment of fear and doubt to perform at the peak of potential.
When you heal an ally, you heal +2d8 damage.
When you suffer a debility (even through Bloody Aegis) take +1 forward against whatever caused it.
When you Quest you choose three boons instead of two.