Druid
Base Class: Druid

They’ve been called crazy for believing in ghost stories, let alone wanting to tame one. 

Cryptid Companion

Starting a 2nd level you gain a lesser cryptid companion.

Your cryptid can be upgraded using cryptid points (CP) you earn by playing with them, working together, hunting, feeding them, and saving them from life threatening situations. But be warned CP can also go down by neglecting them, making them do everything, not feeding them, and putting them into life threatening situations. If they ever reach -10 CP they will leave you.

Starting.          
You will start by choosing a cryptid from a list then you will give them their stats by using the Point Buy system (each available cryptid has a recommended route) and by  magical means you now have a cryptid.

CP Activities. 
-Playing: 1d4 per 30 minutes     
-Working Together: 1d8 per check    
-Hunting: 1d10 per kill   
-Feeding: 1d6 per 1 day of rations     
-Saving: this is decided by the DM     
-Leveling Up: You naturally get 5 CP when you level up

Leveling.       
When you gain enough CP you can expend some to upgrade your cryptid from the options below.       
-Ability Score (5 CP): upgrades an ability score by 1.  
-Movement (10 CP): upgrades movement speed by 5ft.    
-HP (5 CP): upgrades HP by 5.     
-AC (10 CP): upgrades AC by 1.    
-Damage Dice (15 CP): Swaps a damage dice for one attack with the next strongest one (cannot swap for d20 or d00).    
-Brave (15 CP): Your companion will now be less scared of dangerous situations.    
-Rejuvenated (15 CP): Your companion will now get temporary HP equal to your druid level after a long rest (this does not stack).   
-Full (15 CP): Your companion will be able to go longer amounts of time without eating.    

Reform

Starting at 3rd level, you can reform your companion by taking a long rest if you have a part of them (such as a toe), but you will lose all CP that hasn’t been used.

Intertwined

Starting at 6th level, you can communicate with your companion, and by focusing you can see through your companion’s eyes, this also allows you to cast spells through them 

Saving Throw

Starting at 10th level, by using 5 CP your companion will throw themselves in front of a killing blow (if possible) to protect (only) you, taking the damage themselves. 

Single Form

By 14th level, by expending all of your CP (minimum of 5) for ten minutes you can become one going into the body of your companion, this combines you and your companion’s; HP, AC, Ability Scores, and Movement Speed.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2020 11:20:32 PM
13
2
5e
Coming Soon

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