Forest's Curse Whenever a hostile creature makes an attack roll or a saving throw and is within 15 feet of Buttons, the creature must roll 1d4 and subtract the number rolled from the attack roll or saving throw.
Eyes of The Watcher. While Buttons is within 100 feet of you, you can communicate with him telepathically. Additionally, as an action, you can see through his eyes and hear what he hears until the start of your next turn, gaining the benefits of any special senses that he may have. During this time, you are deaf and blind with regard to your own senses.
Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) psychic damage.
The following special reactions are limited to two uses per short rest.
Piercing Stare. When another creature within 30 feet of Buttons that he can see rolls to hit a target with an attack, Buttons can add a bonus +2 points to that attack roll.
Just the Wind... When another creature within 60 feet of Buttons that he can see attacks him, Buttons can teleport up to 15 feet away to an unoccupied space and become invisible until the start of his next turn. The attack is then made with disadvantage.
Bump in the Night. When another creature within 30 feet of Buttons that he can see hits a target with an attack, Buttons pours darkness into the strike, causing the target to take an extra 1d8+2 necrotic damage.
Description
When you begin your pact with The Watcher, your patron gifts you with one of its subjects. This strange woodland creature can be any sort of odd cryptid, between tiny to medium in size. You can determine the cosmetic characteristics of the cryptid, such as its color, markings or patterns, etc; your choice has no effect on its game statistics.
As an action, you can magically summon the cryptid that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The cryptid is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Watchful Cryptid Companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the cryptid 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 cryptid can take any action of its choice, not just Dodge.
The cryptid remains until it is reduced to 0 hit points, until you use this feature to summon the cryptid again, or until you die. Anything the cryptid was wearing or carrying is left behind when the cryptid vanishes. Once you summon the cryptid, you can’t do so again until you finish a long rest.
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