Ranger
Base Class: Ranger

Cryptid Masters seek out the creatures whispered about in campfire tales and dismissed by scholars. Through patience, instinct, and ancient rites, they form bonds with cryptids—enigmatic beasts that dwell between the natural and supernatural worlds.

A Cryptid Master's companion is not merely an animal. It is a living mystery whose strange talents evolve alongside its handler.

Level 3: Cryptid Companion

You gain a supernatural cryptid companion that accompanies you on your adventures. You may choose the nature and name of this cryptid. Here are some examples of cryptids from folklore:

  • Chupacabra
  • Mothman
  • Jackalope
  • Niseag

The companion uses the Cryptid stat block and it acts during your turn. You can command it verbally (no action required). If you are incapacitated, it acts independently. If the cryptid dies, you can perform an 8-hour ritual during a Long Rest to restore it.

Summon Cryptid

Cryptid

Small/Medium Beast/Aberration, Neutral

AC 13 plus your Wisdom modifier

HP 5 plus five times your Ranger level (the cryptid has a number of Hit Dice [d8s] equal to your Ranger level)

Speed 40 ft., Climb 40 ft.

    Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
INT 8 −1 −1
WIS 12 +1 +1
CHA 10 +0 +0

 

Senses Darkvision 60 ft.; Passive Perception 11

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Cryptic Bond. Add your Proficiency Bonus to any ability check or saving throw the cryptid makes.

Cryptid Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier damage (damage type is your choice when you summon the cryptid).

Level 3: Folklore Adept

Your studies of strange creatures grant expertise. Choose a skill or tool in which to gain expertise.

Additionally, you can cast Speak with Animals without expending a spell slot once per Long Rest.

Level 7: Evolving Mutations

Your cryptid develops unusual traits. Choose one mutation whenever you finish a Long Rest. Your cryptid has this mutation until the end of your next Long Rest. You can use an action to expend a level 1+ spellslot to change the mutation.

Abhorrent Flight

The cryptid gains a fly speed equal to its speed and can hover. It also doesn't provoke opportunity attacks when it flies out of an enemy's reach. If this trait is taken again at later levels, then the flying speed is double its speed.

Amphibious Horror

The cryptid gains swim speed equal to its speed and water breathing. It's melee attack range increases by 10ft. When it hits a creature, it can reduce the target's speed by 10 feet until the start of your next turn. If this trait is taken again at later levels, then the swim speed is double its speed.

Shadow Stalker

The cryptid can take the Hide action as a Bonus Action. While hidden, its first attack deals an extra 1d8 damage of it's damage type chosen. If this trait is taken again at later levels, then attacks deal an extra 2d8 damage and this bonus can be added if the cryptid has advantage on the attack or an ally is within 5ft of the target.

Extruding Projectiles

Cryptid Strike can either be a melee or ranged attack with a range of 80/320. If this trait is taken twice at later levels, then the range increases to 150/600.

Inhibiting Appendage

Once per turn using it's reaction, the cryptid can reduce damage to itself or a creature within 5ft. Damage reduction is equal to 1d10 + your Wisdom modifier. If this trait is taken again, then the damage reduced is doubled.

Superfluous Splitting

When using Cryptid Strike, the cryptid can make an attack on two different targets. If this trait is taken again at later levels, Cryptid Strike may target 4 different targets.

Refracting Percept

Once per turn using it's bonus action, the cryptid can create and move a duplicate illusion of you or itself.  If this trait is taken again at later levels, then it may create and move two duplicates. The duplicates may be of different origin.

Reinforcing Toxicant

Your cryptid may use an action to attack an ally. The targeted ally can choose to not defend against the attack. The resulting damage from the attack instead grants that amount of damage in temporary hitpoints.  If this trait is taken again at later levels, double the temporary hitpoints granted from the attack.

Level 11: Cryptid Manifestation

Your companion's bizarre nature begins to warp reality. When your cryptid hits a creature, you can trigger one manifestation. Number of uses equal to your Wisdom modifier per Long Rest:

Lasher

Target makes a Strength save. On a failed saving throw the target is Restrained until start of your next turn.

Terrifier

Target makes a Wisdom save. On a failed saving throw the target is frightened until end of your next turn.

Warping

The cryptid teleports up to 30 feet to an unoccupied space it can see.

Impossible Rending

The cryptid ignores resistance to its attack's damage type for this attack. If the target is immune, it instead treats the immunity as resistance.

Blurred Existence

The cryptid becomes partially unreal until the start of its next turn granting it the benefits of the dodge action.

False Reflection

An illusory duplicate of your crypted briefly appears. It remains until the start of your next turn.

Heavy Presence

All attacks on allied creatures within 15ft are made subtracting 1d4 from their total until the start of your next turn.

Impossible Anatomy

The cryptid's reach increases by 10 feet for the triggering attack, lasting until the end of your next turn.

Sporadic Growth

The cryptid extrudes healing spores. Choose a creature within 15ft. That creature regains 1d8 hit points.

Vanish Without a Trace

The cryptid gains the effects of Invisibility.

Level 15: Cryptid of Legend

Your companion becomes a true folkloric legend. It gains the following benefits:

Cryptic Evolution

Your cryptid gains an additional Evolving Mutation. You may take the same mutation twice to gain additional benefits.

Cryptic Resilience

When reduced to 0 HP, the cryptid instead drops to 1 HP once per Long Rest.

True Fear

You and your cryptid become immune to the Frightened condition. Should you, your cryptid, or both of you be the subject to that condition, then source of the fright must succeed a WIS saving throw against your Ranger Spell DC or be frightened instead.

Cryptic Savagery

Once per Long Rest as a Bonus Action, you can empower your cryptid for 1 minute. While empowered the cryptid gains:

  • Resistance to all damage except Force.
  • Cryptid Strike deals an extra 2d8 damage on each hit.
  • The ability to move through creatures, objects, and terrain as though it was difficult terrain.
  • At the start of each of your turns, the cryptid can teleport 15 feet.

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