When making your starter moves, try and capture the essence of your character.
When making advanced moves, you only have 10 level ups, so keep that in mind and do your best to capture your characters growth.
A class’s HP is some base + Constitution. Base HP is almost always 4, 6, 8, or 10. - Dungeon World pg347
Damage is chosen from the dice available: d4, d6, d8, d10. The Dungeon World classes all use a single die with no static bonus, but there’s no reason not to experiment with other options: 2d4 or 1d6+2, for example. High HP and damage tend to go together, but your new class could be a pacifistic brick wall or a glass cannon—fragile but dangerous. - Dungeon World pg347
A classes max load usually follows its base HP. 6+STR for 6 HP, 10+STR for 10 HP, etc, but feel free to pick a load that fits your character.
Cast a Spell (WIS)
When you unleash a spell granted to you by your deity, roll+WIS.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Cast a Spell (INT)
When you release a spell you’ve prepared, roll+INT
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Mana
You have mana equal to your Level * 20. Mana is used to cast spells and is refilled after a night’s sleep.
Cast a Spell (WIS)
When you call on the power of the Fade to cast a spell roll+WIS
Casting in Armor
Each point of armor you have increases a spells mana cost by that amount. Metal armor doubles this cost.
Divide your character level by two, round down if not even. PF2e level 8 equals DW level 4, level 9 PF2e equals level 4 DW, etc.
Toughness
Your body can withstand more punishment than most before succumbing. +10 HP
Titan Wrestler
When you attempt to physically push around a creature much larger than you roll+STR
Treat Wounds
When you heal an ally with your hands roll+WIS