Base Class: Wizard
Dragons, Griffons, Chimera, Kraken, and Phoenix are among the legendary creatures that these wizards study. Through rigorous research and careful observation, they become experts in the behavior, abilities, and lore of the most elusive and enigmatic creatures in the magical world. They seek to unravel the mysteries of these beings, harnessing their unique traits and powers to further their own magical abilities.
Cryptozoologist's Insight
When you choose this school at the 2nd level, your studies in cryptids grant you unique insights into the magical world. You gain proficiency in Nature and Survival skills. You also gain advantages on Arcana checks related to legendary creatures and their abilities. You can also cast "Locate Creature" once until you finish a long rest, but only for aberrations, dragons, and monstrosities.
Bond with the Mystic
At 6th level, you can create a mystical bond with a legendary creature of your choice. Choose one creature from the following list: Dragon, Griffon, Kraken, Chimera, or Phoenix. You gain benefits based on your chosen creature:
Dragon: You gain the ability to use a draconic breath weapon. Choose one of the following damage types: acid, cold, fire, lightning, or poison, and you can breathe a 15-foot cone of energy that deals 6d6 damage if the creature inside the area fails on their Dexterity saving throw. On a successful save, they will take half of that damage. You can use it a number of times equal to your proficiency bonus per long rest. You also gain resistance to this damage type.
Griffon: You gain a flight speed equal to your walking speed, or double it when you already have it. When you are flying, every hostile creature that can see you and has a challenge rating or level equal to half your level (rounded down) will be frightened by your presence. You also gain an advantage on your Dexterity saving throws.
Kraken: You gain a swimming speed equal to your walking speed, or double it when you already have it. You can also breathe underwater for an hour. You also have the ability to grapple a creature 10 feet away from you and use your Intelligence (Arcana) check instead of your Strength (Athletics) check. While on water, you have an advantage when grappling.
Chimera: You gain an extra attack during your turn. Your unarmed strike would also deal 2d6 plus your Intelligence modifier damage. Choose whether your unarmed strike would deal magical bludgeoning, piercing, or slashing damage. You can also dash, use an object, or deal an unarmed strike as a bonus action.
Phoenix: You can choose to fall unconscious or revive when your hit point is reduced to 0. If you choose to revive, you burst a spherical flame of 15 feet in radius centered on you. Every creature around you must roll a Dexterity save or receive 6d6 fire damage, half of it on a successful save. You can also heal a creature you touch with 1d12 hit points, but you receive 1d4 fire damage. You can also increase the number of healing dice by increasing the number of damage dice.
Cryptid Companion
When you reach level 10, you can summon a cryptid beast as an action, which gains its powers from your connection to the mystic. The beast is obedient to your directions and friendly to your companions. The stat block of your beast companion depends on your bond with the mystic: pseudodragon (Dragon), hippogriff (Griffon), giant octopus (Kraken), death dog (Chimera), and giant eagle (Phoenix). The beast is large, and its creature type is monstrosity. It has hit points equal to five times your wizard level and an armor class similar to your armor class. It also understands your language, and you can communicate with it telepathically.
In combat, the beast acts before or after your turn. You can also use your action to command it to do any action. Your command will be treated as a reaction by the beast. You can use your action to touch the beast if it has its hit points reduced and spend a spell slot of fifth level or higher. After a minute, the beast will have all of its hit points restored or resurrected if it dies. You can also choose to revive or heal the same cryptid beast after a long rest without spending a spell slot. The beast also disappears if you pass away.
Enhanced Bond with the Mystic
At 14th level, you gain a powerful bond, not just with your chosen cryptic being, but also with other mystical beasts that have ever existed in the multiverse. After a long rest, you can change your bond with the mystic to another type of cryptid creature. Your cryptid companion would also gain the following actions:
Pseudodragon: Dragon Breath. Ranged attack: +5 to hit, reach 30 feet, one target, 3d6 (acid, cold, fire, lightning, or poison damage depending on the chosen bond with the mystic)
Hippogriff: Menacing Stare. Effect (Frightened): WIS save (equal to your spell save DC), reach 30 feet, one target
Giant Octopus: Multiattack. The octopus makes two tentacle attacks and can also grapple two creatures of medium size or lower.
Death Dog: Enhanced Pact Tactics. The dog has an advantage on its attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. The ally would also receive this advantage too on its attack rolls against the same creature.
Giant Eagle: Burning Feathers. Melee attack: +5 to hit, 4d6 fire damage
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