The Beastmaster - A Dungeon World Playbook
A big part of this class is your animal companion, not just because you both work well together, but because it's essentially a pseudo-character: similar to the eldritch horrors The Cultist can summon, it's got stats, hit points, Armor, a damage die, makes its own moves, and you build it from a list of options (it's just initially tougher and more competent, but you only get one).
As you level up you can make your animal companion even stronger, gain a damage bonus against beasts, gather a pack of other animals (which mercifully use hireling rules), learn to speak telepathically with beasts (and even see through their senses or control them for a time), better refine your fighting tactics with your companion, and more: all told there are 25 advanced moves to choose from!
We didn't include any multiclassing moves, because those are the easiest to "design", but if your GM is cool with them we could see it working very well with the ranger, druid, and even shaman (especially with the Spirit Bond move).
This product contains three files.
One is a letter-sized character sheet that uses our new character sheet layout.
The other two are digest-sized books, one in color, the other in black and white (to make it easier to print at home if you want). They both contain:
- The beastmaster class.
- New weapons, armor (both for you and your animal companion), and dungeon gear,
- A director's cut with questions to ask yourself when rolling up a beastmaster, explanations/clarifications for some of the moves, and an alternate move in case you wanna better focus on Bonds.