Discipline

Beastmaster

Beastmaster

Claw Shape, Animal Bond, Dominate Beast, Animal Possession, Enhance Animal Companion, Borrow Sense, creature analysis, tracking, draws a wound into me, animal talk, great leap, animal training
more at ease with beasts than people, an unreliable companion could turn on me, mind left adrift while I wear another skin, haunted if I ever betray an animal's trust
Guard the wild things others have forgotten how to see.

BEASTMASTER ROTES

Claw Shape
Practitioners: Beastmasters
The Beastmaster reshapes hand and forearm into fearsome claws, fighting with a ferocity no unarmed person could match. The claws count as a weapon and can't be stripped away by a disarm.
claws already drawn • an unarmed opponent • room to fight like an animal
a foe armored or armed for exactly this • no weapon to take away
SUCCESS
Quick action. Helps a close-combat attack.
  • EXTRA FEATS
  • Lash out in a frenzy — trade a harder hit for a second or third strike this exchange (keep the spotlight)
  • Draw first blood, giving the target bleeding
  • Leave the claws out and bared, unnerving anyone watching
  • CONSEQUENCES
  • A frenzied flurry leaves your guard down (exposed)
  • You keep swinging even after the fight should be over
  • Your claws snag on something (entangled)
  • People start noticing hands that don't look quite right anymore
Animal Bond
Practitioners: Beastmasters, Cavalrymen
Through patient care and time spent together, the Beastmaster earns an animal's trust until it fights and travels at their side as a true companion.
patience and time spent together • food and affection freely given • an animal already curious or unafraid
mistreatment in the bond's past • a creature already bonded elsewhere • rushing the process
SUCCESS
Detailed action, over an extended scene or downtime. Give yourself a bonded-companion story tag.
  • EXTRA FEATS
  • The bond forms faster than it should (keep the spotlight)
  • Call your companion to your side from a distance, wherever it currently is
  • The companion arrives already trained, alert, and useful
  • CONSEQUENCES
  • Scratch the companion tag if it's badly hurt, driven off, or killed — it returns only after rest and reconciliation
  • A neglected companion's attitude sours and it stops helping until mended
  • An untrained companion acts on instinct at the worst time
  • Caring for a companion is a weakness others can threaten
Dominate Beast
Practitioners: Beastmasters
The Beastmaster locks eyes with a wild or hostile animal and imposes their will on it, holding it from acting against them for a time. This has no power over a Horror, a Horror-construct, or anything sentient — only natural creatures answer to it.
a natural, non-sentient animal • direct eye contact and a calm nerve • an animal already wary rather than enraged
a creature already under someone else's control • a sentient or unnatural target • violence already underway
SUCCESS
Quick action. Give the target dominated.
  • EXTRA FEATS
  • Command it to perform one simple, safe task in addition to standing down (keep the spotlight)
  • Dominate a second creature nearby
  • The effect lingers past its natural end
  • CONSEQUENCES
  • The creature breaks free at the worst possible moment
  • Holding its will costs your full attention — you can do little else while it lasts
  • Word spreads that you can bend beasts to your will, and people start asking uncomfortable favors
  • An unnaturally docile predator draws stares
Animal Possession
Practitioners: Beastmasters
The Beastmaster's spirit slips free of their own body and takes up residence in an animal's, leaving their own form slumped and unresponsive while they see, move, and act through the borrowed one — never beyond what that body is capable of (an animal's body, for instance, doesn't speak).
a willing or unresisting animal • calm surroundings to leave your body unguarded • familiarity with the animal's shape
an animal fighting the intrusion • your body left exposed to harm • needing to act beyond the animal's own capability
SUCCESS
Detailed action. Give yourself a possessing-a-beast status and your own body a helpless status for the duration.
  • EXTRA FEATS
  • Extend how long you can remain before needing to return
  • Act with unusual finesse in the borrowed body
  • Sense something only the animal's instincts would catch
  • CONSEQUENCES
  • If the host is harmed while you're inside it, you take that harm yourself — no armor protects you
  • If the host dies or is knocked unconscious, you're violently returned to your own body
  • Your own body lies helpless and undefended the entire time
  • You come back carrying a flicker of the animal's instincts with you
Enhance Animal Companion
Practitioners: Beastmasters, Cavalrymen
(Prep, requires a day spent in meditation with the companion) The Beastmaster pours magic into a bonded companion, making it tougher, better-armored, or more dangerous in a fight — the deeper the bond, the more it can hold.
a full day of uninterrupted meditation • a strongly bonded companion • a clear sense of what the companion needs
a weakened bond • interruption during the ritual • asking for more than the bond can support
SUCCESS
Give your companion a lasting enhanced status — tougher, better-armored, or more dangerous, your choice within reason.
  • EXTRA FEATS
  • Enhance more than one trait in the same ritual
  • The enhancement holds even through a later lapse in the bond
  • Reallocate an existing enhancement to whatever the moment calls for
  • CONSEQUENCES
  • If the companion's attitude sours, the enhancement fades with it, piece by piece
  • Push for more than the bond supports, and the ritual fails outright
  • The companion changes in ways that unsettle people who knew it before
  • The magic leaves a visible mark — an unnatural gleam, a strength that doesn't look natural
Borrow Sense
Practitioners: Beastmasters
The Beastmaster reaches into a companion's senses and borrows one — sight, smell, hearing, taste, or touch — using it as their own while the animal temporarily goes without.
a Loyal, willing companion • a sense well-suited to the moment's need • calm enough to concentrate
an unwilling or distrustful animal • needing more than one sense at once • the companion in danger while its sense is borrowed
SUCCESS
Quick action. Helps a perception-based action using the borrowed sense.
  • EXTRA FEATS
  • Borrow the sense from farther away than usual
  • Borrow it without the animal noticing or minding
  • Gain a flash of insight only the animal's instincts would catch
  • CONSEQUENCES
  • The companion is left vulnerable, missing a sense at a bad moment
  • The disorientation lingers a moment too long after you let go
  • You start seeing the world a little too much like the animal does
  • An unwilling companion resists, costing you focus

The Beastmaster's Place in Barsaive

Most people who survived the Scourge did it by drawing a hard line between themselves and the wild — sealing the doors, clearing the land, keeping the forest at the edge of the torchlight where it belonged. Beastmasters never drew that line. While the rest of Barsaive was busy reclaiming the world from nature, Beastmasters were out learning to live inside it again, and most of them will tell you the wild was never the enemy — the Horrors were, and the wild had its own quarrel with them too.

That makes a Beastmaster a strange kind of ally to have. They move through wilderness the way a merchant moves through a market they've known for decades — reading which paths are safe, which plants will feed a party of six, which shelter will hold against a storm. But underneath that practical woodcraft is something stranger: a Beastmaster's body doesn't always stay entirely their own, and their sense of "self" is looser than most Namegivers are comfortable with.

A patient, earned trust. The heart of the Discipline isn't a spell or a trick — it's time. A Beastmaster who wants a wolf, a hawk, or a warhorse at their side doesn't compel it; they spend days, sometimes weeks, proving through food, patience, and consistent care that they're worth an animal's loyalty. That loyalty, once earned, runs deep enough that the animal will take real risks for its companion — and deep enough that losing it, through cruelty or carelessness, cuts just as hard as losing a person would.

A body that isn't always one shape. Some Beastmasters go further than companionship. They reshape their own hands into claws to fight like the animals they study, or empty themselves out entirely, sending their spirit into a borrowed body while their own lies still and unguarded behind them. It's not shapeshifting in the dramatic, storybook sense — no one's growing wings or a tail — but it's real enough that a Beastmaster who's spent years doing it starts to move a little differently even in their own skin.

A will that bends what won't listen. Not every animal in the wild is inclined to be a friend, and a Beastmaster doesn't always need one to be. A hard stare and a steady nerve are often enough to hold a hostile or frightened creature in place — no different, in the moment, from staring down a predator on a narrow trail. This has no power over anything that thinks the way a person does, and none at all over a Horror or its constructs; it only works on the truly wild.

Sight beyond their own eyes. With a companion's trust secured, a Beastmaster can borrow more than its loyalty — a hawk's eyes over unfamiliar terrain, a hound's nose to find what's hidden, even a moment spent fully inside an animal's senses to see a place no person could otherwise reach. It always costs the animal something while it lasts, which is part of why the bond has to be real in the first place.

There is exactly one line a Beastmaster does not cross: deceit. The bond an animal offers is given freely and without the capacity to consent to being lied to, and a Beastmaster who tricks a companion into danger, sells one into cruelty, or otherwise betrays that trust doesn't just lose an ally — something in their own magic breaks along with it. Most Beastmasters who hear of such a betrayal, even secondhand, treat it as the closest thing their Discipline has to an unforgivable act.

Underneath all of it is the plainer, older craft every Beastmaster starts with: knowing how to live off the land, how to read a track, how to tell a sick animal from a dangerous one, and how to make a fire and a shelter out of whatever a forest happens to offer that night. Barsaive's cities mostly ignore Beastmasters until they need one — until a caravan needs a guide through bad country, or a village needs to know why the deer have all gone strange and quiet. Then, for a little while, the wild stops being something to fear, and starts being something a Beastmaster can actually talk to.