Ranger
Base Class: Ranger

Cryptid Hunters have spent their life going to the sightings of cryptids, learning about which one appears where and why, what they do, and when. These people disconnect themselves from the world, becoming reclusive and distant, but this is the price of a hunter right?

Cryptid Knowledge

At 3rd level, you gain the ability to tell what is a cryptid. You can do this by a Wisdom (Perception) check against their Charisma (Performance) check. If you succeed you may then ask one question; Does it have more or less hp then me? What one thing is it weak against? What one thing is it strong against? Does it have more or less (stat) then me? Can it move faster than me?

Cryptid Stance

At 7th level, you gain the stance of your favorite cryptid to hunt.

Bigfoot

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them and return. You have advantage on all Christmas checks you make to influence them.

Chupacabra

For each 10 hp of damage you deal to one enemy you gain an additional d4 to damage rolls to that same enemy.

Jersey Devil

You have a flying speed of 35 feet. To use this speed, you can’t be wearing any armor.

Loch Ness Monster

You can breathe underwater for 1 hour.

Mothman

Once every 2 days, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see you with this foretelling the roll. You must choose to do so before the roll and you can replace a roll in this way only once per turn. The roll can be used only once. When you finish a long rest, you lose any unused for telling rules.

Wendigo

You can speak telepathically to creatures.

Cryptid Defense

At 11th level, you become immune to most cryptid magic. You have advantage on saving throws against cryptid magic and cryptid magic has disadvantage to hit you.

Cryptid Cancel

At 15th level, you gain the ability to strip cryptids of their cryptid magic once per long rest. When you do this to a target in sight they must make a Wisdom saving throw against your spell save DC, if they fail they can no longer use their cryptid traits for one day. 

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