Ranger
Base Class: Ranger

Nature is full of dangerous creatures, but the Grimm Watchers know the horrors that lie beyond the veil that separates us from the rest of the planes of the universe.
Forging a pact with one of these creatures, the Watchers face the unknown and invaders from the outside, as not all of them seek to be our enemies, but that does not mean that they have their own objectives.

Consider how you came to get this deal with the creature accompanying you (from the Astral plane or beyond).

Gift from Beyond

3rd-Level Grimm Watcher Feature

The bond you share with the aberration you pact creates a connection to Eldritchkind, granting you understanding and empowering your presence. You gain the following benefits:

Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

Eldritch Speech. You learn to speak, read, and write Deep Speech or one other language of your choice.

Eldritch Companion

3rd-Level Grimm Watcher Feature

As an action, you can magically summon the aberration that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The aberration is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Eldritch Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the aberration, choose a damage type listed in its Antinatural Aura trait. You can determine the cosmetic characteristics of the drake, such as its form, its color, or any visible effect of its Antinatural Aura; your choice has no effect on its game statistics.

In combat, the aberration shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the aberration can take any action of its choice, not just Dodge.

The aberration remains until it is reduced to 0 hit points, until you use this feature to summon the aberration again, or until you die. Anything the aberration was wearing or carrying is left behind when the drake vanishes.

Once you summon the aberration, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Eldritch Companion

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your ranger level (the aberration has a number of Hit Dice [d10s] equal to your ranger level)

Speed 40 ft.

STR
17 (+3)
DEX
12 (+1)
CON
16 (+2)
INT
13 (−1)
WIS
15 (+2)
CHA
6 (−1)

Saving Throws Con +3 plus PB, Wis +2 plus PB

Damage Immunities determined by the aberration’s Antinatural Aura trait

Condition Immunities Blinded Prone

Senses darkvision 60 ft., passive Perception 16

Languages Deep Speech; Primordial; Understand every language

Challenge — Proficiency Bonus (PB) equals your bonus

Antinatural Aura. When you summon the aberration, choose a damage type: necrotic or psychic. The chosen type determines the aberration’s damage immunity and the damage of its Infused Strikes trait.

Actions

Claws Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the aberration that it can see hits a target with a weapon attack, the aberration infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its antinatural Aura.

 

Eldritch Companion (Necrotic)

Your aberration's antinatural aura is Necrotic.

Eldritch Companion (Psychic)

Your drake's draconic essence is Cold.

Bond of Mind and Flesh

7th-Level Grimm Watcher Feature

The bond you share with your aberration intensifies, protecting you and stoking the aberration’s mind. When you summon your aberration, it grows extra limbs on its body, gaining a climbing speed equal to its walking speed

In addition, when your aberration is summoned, you and the aberration gain the following benefits:

Hadar Gift. our aberration grows to medium gaining an extra attack as their bonus action and you can now tell it to carry you or others if your or their size is Medium or smaller. While carrying a creature your aberration it can’t use its extra attack (until you reach 15th level in this class).

Warping Claws. The aberration’s Claws attack deals an extra 1d6 damage of the type chosen for the drake’s Antinatural Aura.

Resistance. You gain resistance to the damage type chosen for the Aberration’s Antinatural Aura.

Necrotic Resistance

You gain resistance to the necrotic damage.

Psychic Resistance

You gain resistance to the Psychic damage.

Eyes of madness

11th-Level Grimm Watcher Feature

As an action, you can activate your eyes or cause the activation on your aberration. Throw a d4 (a d6 when you reach level 15th of this class) and use one of the  effects from the table. 

d4(d6) Effect
1 Maddening Visage (Blue) A number of creatures equal to half your ranger level, rounded down, that you can see in 30ft must make a Wisdom saving throw against your spell save DC or be frightened for a minute, the creature can repeat the saving throw at the end of its turn.
2 Lethargic Glance (Purple) Target a number of creatures equal to your proficiency bonus that you can see within 60ft. The targeted creatures must succeed on a Cosntitution saving throw against your spell save DC. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
3 Paralyzing look (Yellow) A creature that you can see within 30ft must make a Constitution saving throw against your spell save DC, on a failed save the creature is paralyzed for a minute, the creature can repeat the save at the end of its turn. On a successful save the creature is paralyzed until your next turn.
4 Force Blast (Grey) Chose a point within 30ft of you that you can see, each creature in a 20ft radius from the point chosen must make a Dexterity saving throw against your spell save DC, taking 8d6 (10d6 at 15th level) force damage on a failed save, or half as much damage on successful one.
5 Murderous Gaze (Red) (15th level) Target a creature within 60ft that you can see, the creature must make a Constitution saving throw against your spell DC, taking 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
6 Peek into the darkness (Black) (15th level) You try to blast the mind of a creature that you can see within 60ft that you can see, attempting to shatter its intellect and personality, the creature must make an Intelligence saving throw against your spell save DC, taking 10d10 psychic damage on a failed save and taking away their casting ability, until they make the save at the end of its turns. On a successful save it takes half as much damage with no additional effects.

 

Once you use this feature a number of times equal to half your proficiency bonus rounded up, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Unfathomable Bond

15th-Level Grimm Watcher Feature

Your bond to your aberration reaches the pinnacle of its power. While your aberration is summoned, you and the aberration gain the following benefits:

Unsettling Claws. The aberration’s Claws attack deals an extra 1d6 damage of the type chosen for its Antinatural Aura (for a total of 2d6 extra damage).

Growing Horror. The aberration grows to Large size. When you are carried by your aberration, it is no longer prohibited from using their extra attack of Bond of Mind and Flesh.

Reflexive Dispelling. When either you or the aberration sees a spell being casted or magic effect within 30 ft. of each other, you can use your reaction to cancel yourself or the aberration that effect or spell. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Grimm Watcher Image