TEXT: Names
  Human: Yang, Garm, Caleb, Maximillian, Alexander, La Croix, Rodriguez, Scyld
  Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian
  Look
  Choose one for each:
  Fiery eyes, Cold Eyes, or Weary Eyes
  Cropped Hair, Flowing Hair, or Hooded Head
  Aristocratic Clothes, Threadbare Clothes, Training Clothes
  Muscular Body, Lithe Body, Scarred Body
  Stats
  Your maximum hp is 8+constitution.
  Your base damage is d6.
  Racial Moves
  Human: Your fighting style is showy and impressive. Gain +1 forward to parley with anyone who 
  has seen you fight.
  Elf: Gain +1 to spout lore on anything related to warfare.
  Basic Moves
  Arcane Bladework
  When you attempt to incorporate magic into a melee attack, roll +int. On a 10+, deal your 
  damage and apply 1 technique. On a 7-9, deal your damage and apply 1 technique, and your 
  opponent attacks you.
  Student of the Blade
  Begin play with 4 techniques.
  Throw Down The Gauntlet
  When you challenge someone to a duel, roll +cha. On a 10+, they choose 2 if they do not 
  accept. On a 7-9, they choose 1 if they do not accept.
  ●
  You take +1 ongoing against them until they defeat you
  ●
  They lose the respect of their peers and underlings
  ●
  They retreat
  The Riddle of Steel
  When you cross swords with a humanoid opponent, gain +1 forward to discern realities about 
  them. In addition, you may add the following to the list of questions you can ask:
  ●
  What is this person about to do?
  ●
  What emotion drives this person?
  ●
  What is this person trying to hide?
  Alignment
  Choose an alignment:
  Good: Slay a menace to the innocent.
  Lawful: Duel a worthy opponent.
  
  Evil: Pick a fight with somebody weaker than you.
  Gear
  Your load is 9+Str. You have dungeon rations (5 uses, 1 weight). You also carry some proof of 
  your mastery, describe it (0 weight).
  One of:
  ●
  Bastard Sword (+1 damage, two-handed, close, 2 weight)
  ●
  Rapier (precise, close,  2 weight)
  ●
  Dagger (hand, 1 weight) and Parrying Dagger (hand, +1 armor, 1 weight)
  One of:
  ●
  Noble’s silks (1 weight) and 10 coins
  ●
  Duelist’s leathers (1 armor, worn, 1 weight)
  One of:
  ●
  Adventuring Gear (1 weight)
  ●
  Bandages (3 uses, 0 weight)
  ●
  Healing Potion (0 weight)
  Bonds
  __________ broke up a fight I was involved in. I was probably going to lose, but they don’t need 
  to know that part.
  __________ and I are regular training partners.
  I may have killed a relative of __________ at some point in the past.
  __________ seems like they would fold at the first sign of trouble, I don’t trust them.
  Advanced Moves (2-5)
  Armored
  Ignore the clumsy tag on any armor you wear.
  Wind Slash
  When you attack at near range with blades of cutting air, roll +int. On a 10+, deal your damage 
  and apply one technique. On a 7-9, deal your damage, apply one technique, and choose one of 
  the following:
  ●
  You have to move to get a clear shot, placing you in danger.
  ●
  Do not deal your damage.
  ●
  Do not apply any techniques.
  To The Death
  You have +1 armor against any opponent that you have challenged to a duel.
  Floating Step
  When you get a 10+ with arcane bladework, take +1 forward to any defy danger rolls to navigate 
  the battlefield.
  Know Your Enemy
  When you re-encounter somebody who has wronged you, roll +int. On a 10+, choose 2. On a 7-
  9, choose 1:
  ●
  Taunt your rival into revealing something they did not mean to.
  ●
  Take +1 forward against your rival.
  ●
  Gain a key insight into your rival’s fighting style.
  
  Flawless Bladework
  replaces: Arcane Bladework
  When you attempt to incorporate magic into a melee attack, roll +int. On a 10+, deal your 
  damage and apply 2 of your techniques. On a 7-9, deal your damage and apply 1 techniques, 
  and your opponent attacks you.
  Intense Training
  Gain 3 techniques
  Showoff
  When you attempt to wow an audience with a display of your power, roll +int. On a 10+, choose 
  2. On a 7-9, choose 1.
  ●
  You have their full and complete attention.
  ●
  The crowd does not keep their attention on you and demand an encore after you’re 
  done.
  ●
  The performance does not fatigue you, causing -1 ongoing to all rolls to use techniques 
  until you have a chance to rest.
  Multiclass Dabbler
  Get one move from another class. Treat your level as one lower for choosing the move.
  Advanced Moves (6-10)
  Blade Artist
  Gain an additional three techniques.
  Two Men Enter, One Man Leaves
  Replaces: To The Death
  You have +1 armor. Against any opponent that you have challenged to a duel (whether they 
  declined or accepted), you have +2 armor instead.
  Master’s Bladework
  Replaces: flawless bladework
  When you attempt to incorporate magic into a melee attack, roll +int. On a 10+, deal your 
  damage and apply 3 technique. On a 7-9, deal your damage and apply 2 technique, and your 
  opponent attacks you.
  Hurricane Slash
  Replaces: Wind Slash
  When you attack at near range with blades of cutting air, roll +int. On a 10+, deal your damage 
  and apply two techniques. On a 7-9, deal your damage, apply two techniques, and choose one 
  of the following:
  ●
  You have to move to get a clear shot, placing you in danger.
  ●
  Do not deal your damage.
  ●
  Do not apply any techniques.
  Dance With the Sky
   Replaces: Floating Step
  You move with inhuman grace and are capable of leaping distances that would be impossible 
  for mere mortals. In addition, when you get a 10+ with arcane bladework, take +1 ongoing to 
  any defy danger rolls to navigate the battlefield until the battle ends.
  Steel Tells No Lies
  Replaces: Know Your Enemy
  
  When you re-encounter somebody that has wronged you, roll +int. On a 10+, choose 2. On a 7-
  9, choose 1:
  ●
  Gain a flash of insight as to what your rival is thinking at this very moment.
  ●
  Take +1 forward against your rival and, if you could already see them, you realize a way 
  to isolate them and yourself from anyone who would interfere with your fight.
  ●
  The nature of their fighting style is laid bare before you; hold 1 to perform a move from it 
  that you have seen.
  Blade Savant
  Gain 3 techniques
  Storied Hero
  When you enter a settlement for the first time, roll +cha. On a 10+, you are recognized for 
  your deeds and the common people either welcome you with open arms or acquiesce to your 
  demands with fear as appropriate. On a 7-9, your name gets you a meeting with anyone but no 
  guaranteed favors. On a miss, somebody has a bone to pick with you.
  Legacy
  You take on a student to carry on the techniques you have learned. The student counts as a 
  hireling with cost (learning the art of the blade), loyalty 2, sentry 2, and man at arms 2, and first 
  aid 1. If you die, your student inherits your accumulated knowledge and becomes a PC with 
  a character sheet identical to yours. They must achieve some great victory in their own right 
  before they can take on a student of their own.
  Multiclass Initiate
  Get one move from another class. Treat your level as one lower for choosing the move.
  Techniques
  Freezing: Your attack freezes and shatters a portion of your opponent’s armor. After you deal 
  your damage, reduce their armor by 1 until they repair it.
  Flowing: If your attack kills a target, you may immediately attack a new target as if you had 
  gotten a 7-9 on the move you initially used
  Burning: Your attack deals an extra 1d4 damage and lights anything flammable.
  Soul-Siphoning: Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target.
  Galvanic: Electricity courses through your blade, numbing one of your target’s limbs.
  Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to 
  blocking or avoiding. If they instead attack you in response to your attack, deal your damage 
  again (this does not apply techniques).
  Void-Edged: The edge of your weapon hums with an unearthly light. You may slice through 
  inanimate objects with ease and add the ‘messy’ tag to your attack.
   
  Burst: Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag.
  
  Mirage: You create illusions of yourself that strike additional enemies near your target. Illusions 
  deal your damage but do not apply any techniques.
  Quicksilver: Your blade cuts faster than the eye can see, preventing your opponent from 
  mounting a proper defense. Gain 2 piercing on your attack.
  Tethering: Your attack pins your target’s shadow to the ground, preventing them from moving 
  more than a few feet from their current location.
  Warding: Your attack creates a ring of light around you and your target that other creatures (and 
  their projectiles) cannot cross.
  Elaborate: When you apply this technique, roll +dex. On a 10+, deal an additional 1d8 
  damage. On a 7-9, this technique has no effect, but it looks really cool! On a miss, your 
  showboating costs you in some substantial way - the GM will tell you how.
  Dust Devil: Your attack kicks up a small tornado of dust and grit at your target’s feet, obscuring 
  visibility.
  Earthshaker: Your attack concludes with an eruption of stone and earth from the ground, 
  launching your target into the air.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Arcane Duelist.pdf