TEXT: Alternate Dungeon World Class Abilities
  by Tom Miskey
  Presented below are 2 optional alternate abilities for each DW playbook.  The choice of which 
  ability to take, the original or the alternate version, is made at 1st level and normally can't be 
  changed later.  However, the player and GM might decide that the fiction suggests changing to or 
  from the alternate ability and do so.  
  Bard - 
  Teller of Tall Tales (replaces Charming and Open) - When you spin a false story or tell a lie, 
  roll+CHR.  On a 10+, the target believes your story completely, and the Bard gains +1 forward to 
  their next interaction with the target, whether that is a sneak attack, more lies, etc.  On a 7-9, the 
  target questions some of the details or is unsure if the story is true, but is cautiously accepting of at 
  least some of the story.  On a 6-, the target knows the story is a lie and is not happy about the 
  attempted deception.
  Life of the Party (replaces A Port in the Storm) - The Bard may make a base Carouse roll with no
  bonus for free, rather than needing to spend 100 coins.  If the Bard does spend 100 coins, they may 
  roll+CHR, and may gain another +1 for each additional 100 coins after the first.
  Cleric - 
  Channel Aligned Energy (replaces Turn Undead) - When you hold your holy symbol aloft and 
  call upon your diety to smite your enemy, roll+WIS.  On a 10+, Choose 2.  On a 7-9, choose 1.  
  On a 6-, your god has forsaken your call and shaken your confidence, take -1 forward.
  •
  Deal your level in damage to a target of the opposite alignment (Good vs Evil, Lawful vs 
  Chaotic)
  •
  Inflict 1 Debility to a target of the opposite alignment (removed after a night's rest)
  •
  Push a target of the opposite alignment away from you and keep them no closer than Near 
  range as long as you continue to concentrate
  •
  Cause a target of the opposite alignment to drop whatever they are holding
  Spontaneous Caster (replaces Commune) - At 1st level you know all the Rotes plus 1 1st level 
  spell of your choice.  You gain 1 additional spell known each time you Level Up, and the spell must
  be of your level or lower.  These chosen spells may never be changed, and you never lose access to 
  a spell as a consequence of casting it.  Instead, replace that option with a choice to suffer damage 
  equal to 1 + the level of the spell (ignores armor).  The -1 ongoing penalty to casting option is 
  removed after a night's sleep since Commune is no longer available.
  Druid - 
  Elemental Form (replaces Shapeshifter) - This ability works identically to Shapeshifter, but 
  
  instead of animal forms, you become an elemental.  Each elemental form has different abilities that 
  it may activate by spending a Hold.  Some examples are below, but others can be created by the 
  player and the GM:
  Earth Elemental form 
  •
  Reduce the damage of an attack by half
  •
  Destroy an object, smash a hole in a wall, or cause some other destruction
  Fire Elemental form
  •
  Add +1d4 fire damage to your attack and set fire to anything flammable you touch
  •
  Hurl a Fireball, as the Wizard spell of the same name.  Use Volley to attack with it, but you 
  may not reduce ammo on a 7-9.
  Air Elemental form
  •
  Escape to the air
  •
  Create a powerful gust of wind that blows dust into the air, knocks things over, etc.
  Water Elemental form
  •
  Flow under or around an obstacle as if you are water, reforming on the other side
  •
  Engulf a target that requires air to breathe, causing your level in damage to them each round
  Note:  If you choose this option, the World-Talker advanced move works in reverse, and allows you 
  to then take animal forms.
  Wild-step (replaces By Nature Sustained) - You may move through the lands to which you were 
  born or are currently attuned with ease and safety.  You are unhindered by difficult terrain or rough 
  waters, you may scale steep slopes as well as a goat, walk across quicksand, etc.  Unnatural traps or 
  magical effects will still affect you, this applies only to natural obstacles or terrain.
  Fighter - 
  Tough as Nails (replaces Armored) - You gain an additional 3 HP and a +1 bonus on Last Breath 
  tests.
  Signature Armor (replaces Signature Weapon) - The Fighter has a suit of Signature Armor. Any 
  advanced moves mentioning improvements to a Signature Weapon now apply to the armor instead.  
  It begins as a suit of Scale Mail, 2 Armor, 3 weight, clumsy, but is modified from there:
  Choose 2 Enhancements:
  •
  Plate Mail.  +1 Armor, but +1 weight.
  •
  Spikes.  +1 damage when you grapple or punch someone.
  •
  Well-crafted.  -1 weight.
  •
  Perfectly weighted.  No longer clumsy.
  •
  Silenced.  +1 on attempts to be stealthy.
  •
  Self-repairing.  If the armor is damaged, when the Fighter makes camp and sleeps in it, the 
  Armor also regains 1 point.  Also, reducing it to 0 Armor no longer destroys it.
  •
  Shining Armor.  All or part of the armor may create Light at will, as the Rote.
  •
  Alter Appearance.  The armor may change its look, from imitating other suits of armor to 
  seeming to be ordinary clothing.  Its stats do not change, the alterations are illusionary.
  Choose its Appearance:
  •
  Ancient
  •
  Highly Polished
  
  •
  Ornate
  •
  Bloodstained
  •
  Sinister
  Note:  If you choose this option, under Gear the Fighter gets a choice of any weapons totaling 10 
  coins or less.  If they choose the "22 coins" option under additional items, it may be added to these 
  10 coins to buy better weapons (see pg 324 for the weapon price list).
  Paladin - 
  Anti-Paladin (replaces Alignment, the Human racial move, and Lay on Hands) - For your 
  Alignment, choose between Chaotic (Deny mercy to an innocent) or Evil (Endanger someone 
  weaker than yourself).  
  Your Human racial move allows you to detect Good, rather than Evil.  Finally, your Lay on Hands 
  main purpose is to inflict harm.  
  When you touch someone skin to skin and pray for harm to come to them, roll+CHR.  On a 
  10+, you inflict 1d8 damage and are healed for the same amount.  Optionally, if you are suffering 
  from a disease or debility, you may instead transfer it to that person.  On a 7-9, you inflict 1d8 
  damage but gain no healing from it.
  Note that when an Anti-Paladin undertakes a Quest, they usually must do the opposite of the listed 
  vows to maintain their power.  They must cause suffering rather than provide comfort, induldge in 
  gluttony and other sins, tell lies and use tricks, show no mercy, etc.
  Watched Over by the Gods (replaces I Am the Law) - The Paladin receives a +1 bonus on all 
  Defy Danger rolls.
  Ranger - 
  Two-Weapon Fighting (replaces Called Shot) - When you strike an enemy with 2 weapons at 
  once, you may choose to deal your damage or roll+STR.  On a 10+, you may choose to either roll 
  your damage twice and take the better result or you may roll your damage normally and take +2 
  forward against that target.  On a 7-9, you deal your damage and take +1 forward against that target.
  Hated Enemies and Favored Terrain (replaces Animal Companion and Command) -  Hated 
  Enemies gives you a bonus against creatures from a specific monster setting: Cavern Dwellers, 
  Denizens of the Swamp, Legions of the Undead, the Dark Woods, Ravenous Hordes, Twisted 
  Experiments, the Lower Depths, or Planar Powers.  Against your hated enemies you receive a +2 
  damage bonus and a +1 on Spout Lore checks pertaining to them.
  Favored Terrian allows you to select 1 terrain listed under the Druid's Born of the Soil ability on pg 
  104.  While you are in that terrain, you never need to consume a ration and you gain +1 on Stealth, 
  Tracking, Discern Realities, and any jobs done while on a Perilous Journey through the area.  You 
  also gain a +1 when you Spout Lore about that terrain, its geography, dangers, inhabitants, etc.
  
  Thief - 
  Friends in Low Places (replaces Flexible Morals) - When you enter a wretched hive of scum 
  and villany, you may declare that you have a criminal connection here, roll+CHR.  On a 10+, your 
  connection remembers you fondly or owes you a favor.  On a 7-9, they remember you and are 
  willing to meet, but are neither beholden to you nor upset with you.  On a 6-, your connection 
  remembers you owing them a favor, or cheating them in some way.
  Shadowing (replaces Poisoner, and Poisoner-related advanced moves may not be chosen) - When 
  you attempt to shadow a target (follow them without being seen), roll+WIS.  On a 10+, choose 2. 
  On a 7-9, choose 1.
  •
  You are able to keep the target in sight
  •
  You are able to remain unseen
  •
  You see an opportunity to pick their pocket or backstab them with +1 forward
  Wizard - 
  Spontaneous Caster (replaces Spellbook and Prepare Spells) - At 1st level you know all the Rotes
  plus 1 1st level spell of your choice.  You gain 1 additional spell known each time you Level Up, 
  and the spell must be of your level or lower.  These chosen spells may never be changed, and you 
  never lose access to a spell as a consequence of casting it.  Instead, replace that option with a choice
  to suffer damage equal to 1 + the level of the spell (ignores armor).  The -1 ongoing penalty to 
  casting option is removed after a night's sleep since Commune is no longer available.
  Arcane Specialization (replaces Ritual) - Choose 1 type of spell to specialize in: Divination, 
  Enchantment, Evocation, Illusion, or Summoning.  You gain a +1 to all casting attempts with spells 
  of your chosen type.  Also choose an opposed school, and receive a -1 penalty to all casting 
  attempts involving spells of that type.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Alternate Core Class Abilities.pdf