The Dragon Printbook BW
The Dragon Printbook BW
The Dragon Printbook BW
Special Thanks
Andrea Parducci, Eric Sheldahl, Jacob “Jcheats” Tydings, Jennifer
“Jenfurious” Erixon, Kelly Joliffe, Maria Rivera, Robert Doe, Victor
Hurtado
If you choose to tag them on G+, they will always respond to you much
more quickly.
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Introduction
So this just kinda happened when Maria (Rivera) asked something along
the lines as to whether I thought a dragon class for Dungeon World was
viable. I quickly blurted out some twenty moves, and then figured we
might as well finish what we started since at that point is was nearly done.
As with pretty much everything Melissa and I have written, we did a
bunch of research, and it quickly grew from “this class lets you basically
play three types of dragons” to something with over a dozen dragon types
(from both mythology and Dungeons & Dragons): like The Therianthrope,
we’re hoping that you can play almost any dragon or dragon-like critter
you want.
Of course as with most of our playbooks we didn’t stop there. Since
Asian dragons can typically control the wind and rain, we added a block
of moves to represent that. There’s also a dracolich compendium class in
case players want to go down that road (or play with our roster of undead
classes).
For non-dragon players (or players that don’t want to play a dragon
right now), there are a few new bits of dungeon gear, and for GMs there
are a trio of dragon-like monsters tucked in the back.
—David Guyll
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The Dragon
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Names
• Male: Achuakoth, Anvindr, Bayard, Firmin, Hiroki,
Hysvearulharthurir, Ishikari, Korthurathear, Masashi, Ormarr, Ranulfr,
Thulorurikothar, Vorgachulhar
• Female: Alaina, Audr, Brynja, Chirariskaryte, Hotaru, Iseult, Kasumi,
Magnhildr, Meraud, Sharathossa, Tokoro, Varastraxis, Vuthacaesinscent
Look
Choose one for each:
• Forward-Curving Horns, Crested Head, or Back-Sweeping Horns
• Rough Scales, Glimmering Scales, or Fine Scales
• Bat-like Wings, Ray-like Wings, or No Wings
• Protruding Spikes, Thick, Bony Plates, or Sails and Frills
Stats
Your maximum HP is 10+Constitution.
Your base damage is d8.
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Alignment
Choose an alignment:
Good
Receive noteworthy treasure freely, or help those in need.
Neutral
Obtain noteworthy treasure, or demonstrate your power to others.
Evil
Claim treasure from others, or gain dominion over lesser creatures.
Starting Moves
Choose what type of dragon you are and gain the corresponding move:
Ryu
Though you lack wings you can still fly, and you can also breathe
underwater. Choose one:
• Your breath weapon is a cone of fire with the blazing, reach, and area
tags.
• Your breath weapon is a jet of scalding water with the forceful and far
tags. It functions normally underwater.
Wurm
Your breath weapon has the blazing, reach, and area tags. You are
immune to the effects of smoke and fire.
Zmey
Your breath weapon has the blazing, reach, and area tags. You also have
three heads: when you hack and slash with your claws and fangs, if you
can bring more than one head to bear you deal +1 damage.
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You start with these moves:
Breath Weapon
When you unleash your breath weapon against a creature within near
range, roll+CON. ✴On a 7+, deal your damage. ✴On a 7-9, choose one:
• You draw unwanted attention to yourself.
• Roll twice and use the lower result.
• You cause unwanted collateral damage.
• You take -1 ongoing to use this move until you make camp.
Draconic Scales
Your scales grant you 1 armor.
Flight
You can fly so long as you are not carrying more than your LOAD.
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Gear
Your load is 15+STR. You start with some form of sustenance (describe it;
counts as 5 rations and weighs 2) and choose 2:
• A small pile of copper and silver (worth 2d4 x 5 coins)
• A small, flawed gemstone (worth 2d4 x 10 coins, 0 weight)
• An ancient tome (maddening, slow, 1 weight)
• A small stack of books (bag of books; 5 uses, 2 weight)
• An art object (describe it; worth 2d6 x 10 coins, 1 weight)
• Several magic scrolls (bundle of scrolls; slow, 3 uses, 1 weight)
Bonds
Fill in the name of one of your companions in at least one:
__________ has been with me since I hatched.
The blood of dragons flows through __________’s veins.
__________ tried to slay me, but I spared them.
__________ shares my lust for treasure.
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Advanced Moves
When you gain a level from 2-5, choose from these moves.
Bad Blood
When you take damage from a melee attack, you can suffer an
additional 1d6 damage to deal your damage to your attacker. This attack
gains the same non-range tags your breath weapon has.
Blood Infusion
When another creature drinks your blood, they roll+CON. ✴On a 10+,
they hold 3 BLOOD. ✴On a 7-9, they hold 2 BLOOD. ✴On a miss, they
hold 1 BLOOD in addition to whatever else the GM says. While they hold
BLOOD, they have your claws and fangs and breath weapon moves, but if
they use breath weapon they must spend BLOOD and roll+BLOOD SPENT.
Dive Bomb
When you swoop down upon a creature, roll+STR. ✴On a 7+, deal your
damage and choose 1. ✴On a 10+, choose 2.
• Deal +1d8 damage.
• You don’t hurt yourself, or put yourself in harm’s way.
• The target is stunned—you or an ally takes +1 forward against them.
Dragon’s Lair
When you find a suitable location, you can claim it as your lair. When
you make camp there, you recover all of your hit points the following
day. If you rest on a bed of coins, gems, and art objects, the next day you
also take +1 forward.
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Dust And Debris
When you flap your wings to kick up a cloud of dust and other debris,
roll+STR. ✴On a 10+, choose 2. ✴On a 7-9, choose 1.
• Affected creatures are temporarily blinded.
• Enemies stagger about the cloud, or move to escape it, moving into
positions advantageous for you or your allies.
• You and your allies take +1 forward against creatures affected by the
cloud, or are able to move to a near location before the dust clears.
Growth Spurt
You gain the large tag and reach tags, and your maximum LOAD increases
by 5.
Hardened Scales
You gain +1 armor.
Keen Senses
When you discern realities, you can ask the GM if any creatures are
nearby (even if they are invisible), even on a miss.
Lingering Breath
When you use breath weapon, on a 12+ its effects linger in the area for a
time (objects and creatures catch on fire, the ground is covered in ice, acid
continues to dissolve creatures and objects, etc).
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Polymorph
With a few moments of concentration you can assume the form of a
human-sized creature. You gain its physical features and limitations, and
lose access to any dragon moves that the new form couldn’t replicate.
There is also some physical feature that betrays your true nature: describe
it.
Overland Flight
When you undertake a perilous journey, if you soar through the sky you
can take both the scout and trailblazer jobs: roll once for each, and a miss
counts as a 7-9.
Rending Claws
Your claws and fangs deal +1d4 damage and gain the messy tag.
Spellwarding Scales
When you resist harmful magic, take +1 forward. When you give one
of your scales to another creature, you suffer 1d4 damage (ignoring
armor), and the next time they resist harmful magic they take +1 forward
and the scale disintegrates.
Tail Sweep
When you hack and slash with your claws and fangs, on a 12+ you can
also deal your damage to a creature within reach.
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When you gain a level from 6-10, choose from these moves or the level
2-5 moves.
Blood Spray
Requires: Bad Blood
When you use bad blood, you can have it affect every close creature.
Crushing Jaws
When you snap up a creature that is smaller than you in your jaws,
roll+STR. ✴On a 10+, hold 3 GRIP. ✴On a 7-9, hold 2 GRIP. ✴On a miss,
hold 1 GRIP in addition to whatever else the GM says. Spend 1 GRIP to
prevent the creature from making a move or deal your damage to it.
When you no longer hold GRIP, the creature escapes.
Dragon Lord
A group of creatures pledge their loyalty to you: describe them. Treat
them as hirelings whose total skill points are equal to your dragon level,
and when you order them you always take the 10+ result. Should any fall,
more will arrive to replace them.
Enormity
Replaces: Growth Spurt
You gain the huge, reach, and forceful tags, your maximum LOAD increases
by 10, and your damage die is increased to d10.
Environmental Impact
Requires: Dragon’s Lair
Your mere presence has changed the lands surrounding your lair:
describe how. When creatures intrude upon your domain, you will
know, and should anyone steal your treasure you take +1 ongoing to get it
back.
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Frightful Presence
When lesser creatures behold your might, roll+CHA. ✴On a 7+, the GM
will tell you who stands in awe, surrenders, or flees. ✴On a 10+, you also
take +1 forward against them.
Greater Polymorph
Requires: Polymorph
You can polymorph into a creature that is your size or smaller, and you
retain your breath weapon and any other magical moves.
Overwhelming Breath
If your breath weapon has a range of reach, it becomes near, and if it has
a range of near, it becomes far. When you deal damage with your breath
weapon, deal +1d6 damage.
Potent Blood
Requires: Blood Infusion
When another creature drinks your blood, as long as they hold BLOOD
they also grow wings, claws, and gain +1 armor.
Reinforced Scales
Replaces: Hardened Scales
You gain +2 armor.
Reflective Scales
Requires: Spellwarding Scales
When you or a creature bearing one of your spellwarding scales resists
harmful magic, on a 12+ the spell is reflected back upon the one who
cast it.
Wing Buffet
Requires: Dust And Debris
When you hack and slash with your claws and fangs, on a 12+ you can
also knock two creatures within reach away.
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Character Options
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This section introduces new tags and armor (useful for both dragons and
humanoids), additional dragon types to choose from when creating a
dragon, expanded moves for long dragon weather magic, and a dracolich
compendium class.
New Tags
Area: Good or bad, everything nearby gets affected.
Blazing: It is either on fire, or creates fire. Great for making someone
feel the burn, but if you are not careful it can get out of hand.
Corrosive: It continues to eat away at whatever it touches for a time,
potentially damaging things you didn’t want it to.
Freezing: Weapons or abilities with this tag freeze things. Water is
frozen, surfaces might become slippery, and most creatures are at least
slowed.
Maddening: The item gradually drives whoever carries it insane, and
merely being near it can cause nightmares or hallucinations.
Necrotic: It affects both your body and soul, probably in a bad way.
x Resistant: When you take damage from the noted damage type,
roll twice and take the lower result. If the attack would normally roll twice
and use the higher result, it instead is just rolled once.
Shocking: Weapons or abilities with this tag are not stymied by
metallic armor, can affect everything touching a metal surface, sometimes
jump from creature to creature, and can stun targets.
Venomous: The item or weapon is poisonous.
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Dragon Armor
Dragon bone or hide 2 armor, worn, 10 coins, 1 weight
Dragon scale 3 armor, worn, clumsy, 1 weight
Dragon plate 4 armor, worn, clumsy, 100 coins, 1 weight
Dragon shield +1 armor, worn, 250 coins, 3 weight
Armor made from the bones and/or hide of dragons is more durable and
provides the wearer with resistance to whatever the dragon was resistant
or immune to.
So, if a wurm or red dragon’s remains were used to craft a suit of
armor, it would gain the fire resistance tag.
Animal Armor
In case you want to buy armor and be even tougher. The prices assume a
human-sized creature: if the dragon (or animal) is large double the price
and increase the weight by 1, and if they are huge triple the price and
increase the weight by 2.
Bone, Leather 1 armor, worn, 30 coins, 2 weight
Chainmail, Scale 2 armor, worn, clumsy, 150 coins, 3 weight
Plate 3 armor, worn, clumsy, 1,000 coins, 5 weight
Chainmail, scale armor, and plate all have the clumsy tag. The GM may
decide that you are mighty enough to ignore this tag on armor, allow you
to train with heavier armors for a time until you get used to it, or let you
use an advanced move to pick up armored (ignore the clumsy tag when
wearing armor).
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Dungeon Gear
Ancient Tome maddening, slow, 50 coins, 1 weight
When you spout lore and consult an ancient tome, on a 12+ the GM
will also reveal a long forgotten secret.
TWEAKS
A vial of dragon’s blood could also offer other benefits while holding BLOOD, as as
bonus armor or wings. In addition, using a vial as part of a spell or ritual could have
you ignore a prerequisite or empower it in some way.
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Chromatic Dragons
If you want to go with a Dungeons & Dragons dragon, here are some
chromatic dragon types:
Black
Your breath weapon has the corrosive, reach, and area tags, and you are
immune to the effects of acid.
Blue
Your breath weapon has the shocking, near, and far tags, and you are
immune to lightning. When you use breath weapon against a target in
metal armor or that is mostly made of metal, it also ignores their armor.
Green
You breathe forth toxic vapors: your breath weapon has the ignore armor,
reach, area, and venomous tags, and you are immune to the effects of
poison.
Red
Your breath weapon has the blazing, reach, and area tags, and you are
immune to fire.
White
Your breath weapon has the freezing, reach, and area tags, and you are
immune to cold.
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Other Dragon Types
Here are some additional dragon types. Some will require some tweaking
to work with the core set of dragon moves and advanced moves.
Cockatrice
Your breath weapon is a cloud of poisonous vapors that has the reach,
area, ignore armor, and venomous tags. You start with the lingering
breath move.
Dragon Turtle
You do not have the flight move, but you can breathe underwater and
swim as swiftly and easily as a shark. Your breath weapon is a jet of
scalding water: when you use breath weapon, it has the far and forceful
tags, and functions normally underwater.
Dreki
Your breath weapon is a cloud of poisonous vapors that has the reach,
area, ignore armor, and venomous tags, and your bite also has the
venomous tag. You cannot fly, but start with the bad blood move.
Feathered Serpent
You do not have a breath weapon. Your bite has the venomous tag,
and you can affect all undead normally (such as ghosts and undead
creatures that would normally require magic or special materials). When
you destroy an undead creature, it remains dead. You start with the
polymorph move.
Wyvern
Wyverns do not usually have a breath weapon. Instead, you have a
venomous bite and barbed stinger on your tail: treat them as weapons
with the close, 1 piercing, and venomous tags.
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Ryu Dragon Magic
Though intended for ryu dragons, these moves are also appropriate for
feathered serpents. They could also be easily reskinned for other dragon
types (such as a white dragon conjuring a blizzard, or a blue dragon
conjuring a sandstorm).
When you gain a level from 2-5, choose from these moves.
Command Water
You can control any body of water that is near you, causing it to move and
flow about. Using this move requires concentration: you are -1 ongoing
to do anything else, and when you stop concentrating the water acts as it
normally would.
Tempest
When you quickly stir up a storm, roll+CHA. ✴On a 10+ hold 3 STORM.
✴On a 7-9, hold 2 STORM. ✴On a miss, hold 1 STORM in addition to
whatever else the GM tells you. Spend STORM, 1 for 1, to:
• Deal 1d8 damage to a near creature.
• Negate damage from a ranged attack.
• Hinder an enemy—you or an ally takes +1 forward against it.
If the weather is already stormy when you use this move (whether natural
or via make it rain), you hold +1 STORM.
The Fog
You blanket an area you can see in fog. You control how thick it is: it can
be thin enough that creatures can see out to near range, or so thick that
they can’t see more than a foot or so. When you use this move again or
stop concentrating on it, the fog quickly dissipates.
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When you gain a level from 6-10, choose from these moves or the level
2-5 moves.
Great Wave
Requires: Command Water
When you command a large body of water to surge forth in a
destructive wave, roll+CHA. ✴On a 10+, choose 2. ✴On a 7-9, choose 1.
• You manage to direct the water about, preventing or minimizing
damage to specific objects and creatures in the area.
• The wave is more powerful than expected, causing more harm and
destruction against specific creatures and objects in the area as desired.
• You do not take -1 forward.
Make It Rain
Requires: Tempest
Over a period of time you can cause clouds to gather and rain over a vast
area. It can range from light rainfall to a rainstorm, but the more intense
it is the longer it takes. You can do nothing else while using this move,
and once you stop concentrating the weather acts as it normally would.
Solid Fog
Requires: The Fog
When you use the fog, you can have it impede creatures as you desire,
greatly slowing their movement. You also take +1 armor ongoing while in
the fog.
Typhoon
Requires: Tempest
When you spend STORM to deal damage to a near creature, the attack
gains the forceful tag and deals 2d8 damage. You can spend 1 STORM to
destroy or inflict heavy damage on a structure (depending on how large
it is and/or what it is made of). You can spend additional STORM to inflict
further damage.
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Dracolich
Compendium Class
When you construct a phylactery to contain your soul and kill yourself
as part of a ritual, you gain the following move:
Invulnerability
When you are reduced to 0 hit points, you don’t take your last breath.
Instead, so long as your phylactery is intact your soul returns to it
regardless of distance. If both your phylactery and body are destroyed,
your soul immediately passes beyond the Black Gate. When your
phylactery is near the corpse of a dragon, you can possess it.
While you are possessing the corpse of a dragon, you have whatever
dragon moves it had access to, as well as this move:
Undead
You don’t need to eat, sleep, or breathe. You are immune to disease, most
poisons, and other afflictions that plague the living.
When you gain a level from 2-5, you can choose moves from the
dragon class or these:
Animate Undead
You can animate and control mindless undead. Treat them as hirelings
whose total skill points cannot exceed your level: if you animate more,
you choose which ones are no longer under your control. They have no
cost, and when you order them you take the 10+ result.
Draining Breath
Your breath weapon gains the necrotic tag, and when you use it you
roll+CHA instead of +CON. When you use your breath weapon against a
living creature, on a 10+ you or an ally takes +1 forward against them.
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Paralyzing Gaze
When you lock eyes with a living creature, roll+CHA. ✴On a 7+, the
target remains paralyzed as long as you hold its gaze or someone harms it.
✴On a 7-9, choose 1:
• You can’t maintain the effect for long.
• Until you make camp, you take -1 ongoing to use this move.
• You draw unwelcome attention or put yourself in a spot—the GM will
tell you how.
When you gain a level from 6-10, choose from these moves or the level
2-5 moves.
Command Undead
When you impose your will upon an intellilgent undead creature,
roll+CHA. ✴On a 12+, hold 4 CONTROL. ✴On a 10-11, hold 3 CONTROL.
✴On a 7-9, hold 2 CONTROL. ✴On a miss, hold 1 control in addition to
whatever the GM says. Spend CONTROL, 1 for 1, to force them to speak,
move to a nearby location, or make a move. You cannot have the target
attack themselves.
Enervating Breath
Requires: Draining Breath
When you use your breath weapon against living creatures, on a 10+
you regain 1d8 hit points.
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Here’s a kind of “behind the scenes” look at the class. There are some
suggested questions for GMs and players to help flesh out their character,
establish the dragon’s place in the world, and clarifications on some
potentially confusing or ambiguous moves.
Questions
For the GM and players.
• How do people generally react to your presence? Fear? Veneration?
• Who was the last person that tried to slay you? What happened?
• Do you have any contact with your parents (if they are even alive)? Do
you know of any other members of your brood?
• How did you obtain what hoard you have?
• What sorts of treasure to seek above all else?
• Has someone stolen from your hoard? Did you reclaim what was stolen,
or are you still looking for it?
• Where do you call home?
• How do you regard other dragons (or types of dragons)? How do they
regard you?
• What do you think of other intelligent creatures? Are they beneath you?
Something in need of your protection or wisdom?
Director’s Cut
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Moves
Clarifications for some moves, both starting and advanced.
Bad Blood
This move does not gain range tags (ie, reach, near, and far). So, if you’re
playing a blue dragon (breath weapon has the near, far, and shocking tags)
and use bad blood, only the shocking tag has any effect: you don’t unleash
a bolt of lightning.
It should also be noted that this move could pose problems with
blood infusion and magic in the blood. Might need to have an alchemist
treat it so that it doesn’t burn, freeze, or melt someone from the inside
out!
Blood Infusion
No biggie if you’re already wounded, but if you end up wounding yourself
to give someone some blood I’d go with magic in the blood’s 1d6
damage.
Carrying Passengers
Though not explicitly mentioned, the default size of a dragon is human-
sized (which doesn’t have a tag for some reason). So, if you wanted to
carry someone I’d allow a small creature without any problems, and a
medium one but you’re burdened as a human would be carrying another
human.
If you choose growth spurt (you gain the large tag), then two small
or a single human-sized creature would be fine (and you could pull a cart
pretty easily). Enormity makes you huge, and while there aren’t any hard
rules on what you could carry I think four smalls or two human-sized
creatures is easily doable.
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Dust & Debris
For ryu dragons, just reskin it so that you are conjuring winds to kick up
dust and debris. Same goes for wing buffet (see below).
Draconic Scales
Your scales grant you 1 armor, not +1 armor, which means it doesn’t stack
with worn armor (though hardened scales and reinforced scales would).
If you think that’s too good, consider that a human fighter can easily
end up with 6 armor by only spending a couple of advanced moves, while
a dragon only ends up with 5, and depending on your GM you might be
-1 ongoing or end up using a third move to negate the penalty.
If you think that’s not good enough, just change 1 armor to +1 armor,
so that a dragon can end up being on part with a human that also focuses
on defense.
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Tail Sweep & Wing Buffet
If you have both of these moves, they both trigger if you roll a 12+ on a
hack and slash (though your tail sweep might knock a creature beyond
the range of your wings, and vice versa).
By default wing buffet doesn’t deal any damage: it just knocks
creatures back (though it could inadvertantly deal damage if a creature
was knocked over a ledge). The GM is free to have it deal damage in
certain circumstances.
For ryu dragons, assume that the dragon conjures powerful gusts of
wind to knock creatures away (just call it wind buffet).
Venomous Tag
The effects of a venomous ability/item can vary, so if you choose a dragon
with a venomous breath weapon work with the GM to figure out what that
means: it might paralyze someone over time, slowly kill them (unless you
get some antivenom or magical healing), weaken them for a time, cause
festering wounds, render them unconscious, and so on.
You could also just choose the effects of a poison from the Dungeon
World rulebook (page 329): when the target deals damage they reduce it
by 1d4, they trust you completely until you prove otherwise, or anyone
deals damage to the target they roll twice and use the best result.
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Monsters
Carcolh Solitary, Huge
Bite (d12 + 5 damage, 3 piercing) 24 HP 3 Armor
Reach, Forceful
Special Qualities: Miles-long tentacles
Though this monstrous combination of serpent and mollusk lurks
in the bowels of the earth, its hairy, slimy tentacles extend for miles,
allowing it to ensnare prey and drag them back to its lair. Its tentacles
leave a trail of slime, allowing the brave and foolish to easily locate its
lair, though they rarely return. Instinct: To consume
• Enwrap a creature with its tentacles
• Swallow a creature wrapped in its tentacles
• Shrug off a blow with its thick shell
DESIGNER’S NOTES
The reach tag only pertains to its bite. I figure the tentacles have some way to sense
prey, maybe by vibrations in the ground. So, you could run an adventure similar to
Tremors, with the characters first encountering the tentacles, and then the creature
they’re attached to.
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Hydra Solitary, Large, Venomous
Venomous bite (b[2d10] + 5 damage, 1 piercing) 18 HP 2 Armor
Close, Reach
Special Qualities: Many-headed, Toxic blood and breath
This many-headed, serpent-like creature has a poisonous bite, breath,
and blood: not only is it a deadly threat for even a well-armed party
while alive, in death its blood will blight the land for years to come.
Instinct: To envenom
• Exhale poisonous gas
• Afflict a bitten creature with a debilitating poison
DESIGNER’S NOTES
If you want to better model the mythological hydra, just ignore its hit points and ar-
mor: only severing each head kills the beast, but each time a head is severed two more
grow from the stump unless it is quickly cauterized.
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