Arcane Duelist (3pp)

Arcane Duelist (3pp)

Contents

Source The Arcane Duelist: A Dungeon World Playbook by Timothy Schroeder

Battle is not a means to an end: It is an art. Where others see nothing but chaos and desperation, you refine an inner poetry of steel and fire that they cannot hope to comprehend, much less match. If you are lucky, you may find a rival able to match your skill. But even these brief connections can end only in victory defeat: The path you walk is ultimately lonely, but it is yours.

The arcane duelist is a base class for the Dungeon World system. The arcane duelist weaves magic and martial skill together to form a style entirely his or her own. Acquire deadly new techniques, then combine them in new ways at a moment’s inspiration to make the battlefield your canvas!

Names

Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian

Human: Yang, Garm, Caleb, Maximillian, Alexander, La Croix, Rodriguez, Scyld

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

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+1), 9 (+0), 8 (-1)

Your maximum HP is 8+Constitution.

Your base damage is d8.

Starting Moves

Choose a race and gain the corresponding move:

Elf

You descend from an ancient martial tradition. Gain +1 to spout lore on anything related to warfare.

Human

Your fighting style is showy and impressive. Gain +1 forward to parley with anyone who has seen you fight.

You start with these 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.

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?

Student of the Blade

Begin play with 4 techniques.

Gear

Your load is 8+strength. You start with dungeon rations (5 uses, 1 weight). 

Choose one from each of the following:

  • Noble’s silks (0 weight) and 10 coins
  • Duelist’s leathers (1 armor, worn, 1 weight)
  • 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)
  • Adventuring Gear (1 weight) and Dungeon Rations (5 uses, 1 weight)
  • Healing Potion (0 weight)

Bonds

Fill in the name of one of your companions in at least one:

                       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

When you gain a level from 2-5, choose one of these moves.

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.

Blade Artist

Gain 3 techniques

Show Off

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.

When you gain a level from 6-10 choose one of these moves, or one of the 2-5 moves.

Blade Savant

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 duel.
  • The nature of their fighting style is laid bare before you; hold 1 to perform a move from it that you have seen.

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

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.

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.

Galvanic

Electricity courses through your blade, numbing one of your target’s limbs.

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.

Mirage

You create illusions of yourself that strike additional enemies near your target. Illusions deal your damage but do not apply any techniques.

Tethering

Your attack pins your target’s shadow to the ground, preventing them from moving more than a few feet from their current location.

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.

Earthshaker

Your attack concludes with an eruption of stone and earth from the ground, launching your target into the air.

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.

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).

Burst

Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag.

Quicksilver

Your blade cuts faster than the eye can see, preventing your opponent from mounting a proper defense. Gain 2 piercing on your attack.

Warding

Your attack creates a ring of light around you and your target that other creatures (and their projectiles) cannot cross.

Dust Devil

Your attack kicks up a small tornado of dust and grit at your target’s feet, obscuring visibility.

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