Scalecaller Conclave in Verum | World Anvil

Scalecaller Conclave

Written by CrystalZenaida for the Living World of Verum with direction from Arcadum.

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Scalecaller Conclave develop a close bond with a scaled beast, then further strengthen that bond through the use of magic.

Scaled Companion Genome

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth a scaled animal from the wilderness to serve as your faithful companion. This companion evolves and adapts rapidly as it fights alongside its master. When you select this archetype, you must choose between three base genomes for your beast companion: Saurian, Piscine, and Wyvern. These genomes determine what stats and abilities your companion starts with, in addition to the abilities you can choose using evolution points you receive at each Ranger level. These are the base stats and abilities of each genome:
Genome
Base Stats and Abilities (At Level 3 with Proficiency Bonus +2)
Saurian
Stone like scales   Up to 4 Legs with adhesive feet
Small beast, unaligned   Armor Class: 15 (Natural Armor +1)   Hit Points: 16 (3d8 + 3)   Speed: 30 ft., climb 30 ft.   Str 14, Dex 14, Con 12, Int 7, Wis 10, Cha 12   Skills: Athletics +4, Stealth +4   Senses: darkvision 60 ft., passive Perception 10   Languages: —   Challenge 1/2 (100 XP)   Hold Breath. The companion can hold its breath for 30 minutes.   Actions
Extended Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage (1d8 if Large, 2d6 if Huge).
Piscine
Reflective scales   Up to 4 legs with webbed feet
Small beast, unaligned   Armor Class: 14 (Natural Armor +1)   Hit Points: 19 (3d8 + 6)   Speed: 30 ft., swim 30 ft.   Str 16, Dex 12, Con 14, Int 7, Wis 10, Cha 10   Skills: Athletics +5, Perception +2   Senses: darkvision 60 ft., passive Perception 12   Languages: —   Challenge 1/2 (100 XP)   Amphibious. The companion can breath in the air and underwater   Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage (1d8 if Large, 2d6 if Huge).
Wyvern
Aerodynamic scales   Up to 2 Hind legs   Must have 2 Winged forearms
Small beast, unaligned   Armor Class: 13   Hit Points: 13 (3d8)   Speed: 30 ft., fly 30 ft.   Str 14, Dex 12, Con 10, Int 7, Wis 14, Cha 12   Skills: Perception +4, Stealth +3   Senses: darkvision 60 ft., passive Perception 14   Languages: —   Challenge 1/2 (100 XP)   Steady Breath. The companion can breath normally at high altitudes.   Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage (1d6 if Large, 1d8 if Huge).
Once you select a genome, your companion’s base Ability Scores are locked in. At Ranger Levels 7 and 15, you can select any of the remaining genomes at the expense of losing 2 hit dice for your companion and in exchange you receive the genome’s limbs, base abilities, base attacks, and access to their exclusive abilities you can acquire with evolution points. Or you can continue with your initial genome(s) and add 1 hit dice to your companion’s hit dice total.  

Evolutions

  Your scaled companion receives a number of evolution points that can be spent to give them new abilities, powers, and other upgrades. These abilities, called evolutions, can be reselected whenever you gain a new ranger level, but they are otherwise set once you play in a session. Some evolutions require that the scaled companion have a specific genome and/or the Ranger be of a specific level before they can be chosen.   Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever you gain a new Ranger level. Unless otherwise noted, each evolution can only be selected once.  

Point Pool Total per Ranger level

Level
Point Pool Total
Level 3
5
Level 4
7
Level 5
8
Level 6
9
Level 7
10
Level 8
11
Level 9
13
Level 10
14
Level 11
15
Level 12
16
Level 13
17
Level 14
19
Level 15
20
Level 16
21
Level 17
22
Level 18
23
Level 19
25
Level 20
26

1 Point (Level 3)

All
Bite Attack
Your companion’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a melee weapon attack with a 5 foot reach. The bite deals 1d6 piercing damage (1d8 if Large, 2d6 if Huge).   This evolution can not be taken if your companion already has a bite attack.
Claw Attack
Your companion has a pair of vicious claws at the end of its limbs, giving it a claw attack. This attack is a melee weapon attack with a 5 foot reach. The claws deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge).   This evolution can not be taken if your companion already has a claw attack.
Improved Dark Vision
Your companion’s vision in dark lighting becomes sharper. Their dark vision increases by 10 feet. This evolution can stack with itself and other sources.
Improved Natural Armor
Your companion’s scale hide becomes tougher. Their natural armor increases by 1. This evolution can be repeated, but the max amount of times your companion can take this evolution is equal to half your proficiency bonus, rounded down.
Improved Walking Speed
Your companion’s stride becomes longer and faster. Their walking speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.
Keen Hearing
Your companion has advantage on Wisdom (Perception) checks that rely on hearing.   This evolution can not be repeated.
Keen Sight
Your companion has advantage on Wisdom (Perception) checks that rely on sight.   This evolution can not be repeated.
Keen Smell
Your companion has advantage on Wisdom (Perception) checks that rely on smell.   This evolution can not be repeated.
Stabilizing Saliva
Your companion’s saliva becomes a coagulant. As an action, your companion can stabilize an unconscious and dying creature within 5 feet of it. This evolution can not be paired with any poisonous bite evolutions.   This evolution can not be repeated.
Tail Sweep
Your companion’s tail can sweep under the creatures around it. As an action, all creatures surrounding your companion within 5 feet must make a Dexterity saving throw with a DC determined by your companion’s Strength score or be knocked prone and take 1d4 bludgeoning damage (1d6 if Large, 1d8 if Huge).   This evolution can not be repeated.
Visual Mimicry
Your companion can change the color of its scales to reflect the environment it’s currently standing in. While your companion remains motionless, it is indistinguishable from the environment around it. This ability does not work in combat.   This evolution can not be repeated.
Saurian
Improved Climb Speed
Your companion’s climbing speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.
Medium Build
Your companion’s size becomes medium.   This evolution can not be repeated.
Rattle Tail
Your companion has advantage on Charisma (Intimidation) checks.   This evolution can not be repeated.
Running Leap
With a 10-foot running start, your companion can long jump up to 25 ft.   This evolution can not be repeated.
Sticky Hide
Your companion has advantage to Strength (Athletics) checks to maintain a grapple.   This evolution can not be repeated.
Piscine
Bioluminescence
As a free action, your companion can shed bright light in a 30-foot radius and dim light in an additional 30 ft..   This evolution can not be repeated.
Breach
With a 10-foot swimming start, your companion can long jump out of or across the water up to 25 feet.   This evolution can not be repeated.
Improved Swim Speed
Your companion’s swimming speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.
Medium Build
Your companion’s size becomes medium.   This evolution can not be repeated.
Slippery Hide
Your companion has advantage on checks to escape being grappled or restrained.   This evolution can not be repeated.
Wyvern
Improved Fly Speed
Your companion’s flying speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.
Spiny Hide
If your companion is grappled by a hostile creature, the creature takes 3 (1d6) piercing damage at the start of the grapple and at the start of the hostile creature’s turn.   This evolution can not be repeated.
Vocal Mimicry
The companion can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Companion’s Wisdom DC.   This evolution can not be repeated.

2 Points (Level 5)

All
Ability Score Increase
Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this evolution. This evolution can be taken more than once and has a cap equal to how many ASIs and feats you have gained from your Ranger Levels.
Barbed Scales
If your companion is grappled by a hostile creature, the creature takes 3 (1d6) piercing damage at the start of the grapple and at the start of the hostile creature’s turn.   If a hostile creature hits your companion with a melee attack while within 5 feet of it, it takes the same piercing damage.   This evolution can not stack with the Poisonous Skin evolution.   This evolution can not be repeated.
Healing Saliva
Your companion’s saliva becomes an effective healing coagulant. As an action, your companion can heal an unconscious and dying creature within 5 feet of it. The creatures heals 1d6 + your companion’s Constitution modifier. This healing does not affect conscious creatures. This evolution can not be paired with any poisonous bite evolutions.   (Prerequisite: Stabilizing Saliva evolution)   This evolution can not be repeated.
Improved Special Sight
Choose a special sight your companion has, it increases by 10 feet. This evolution can stack with itself and other sources. Special sights are Blindsight, Lifesense, and Tremorsense.
Improved Special Speed
Choose a special speed your companion has, it increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft. Special speeds are burrow.
Skill Proficiency
Your companion becomes proficient in a skill of your choice.
Umbral Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.   This evolution can not be repeated.
Saurian
Charming Gaze
As an action, your companion can look at a creature within 30 ft with a hypnotizing gaze. The creature must succeed on a Wisdom saving throw against your Companion’s Charisma DC or be forced to use all its movement on its turns to get as close to your companion as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability recharges on a short or long rest.   This evolution can not be repeated.
Desert Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in desert environments.   This evolution can not be repeated.
Forest Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in forest environments.   This evolution can not be repeated.
Pounce
If your companion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the companion can make one bite attack against it as a bonus action.   This evolution can not stack with the Charge evolution or the Dive attack evolution.   Your companion requires a bite attack and a claw attack to take this evolution.   This evolution can not be repeated.
Spider Climb
Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If you are riding your companion while it uses this ability, you must have an exotic riding saddle equipped on it.   This evolution can not be repeated.
Piscine
Aquatic Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in aquatic environments.   This evolution can not be repeated.
Blinding Mist
As an action, your companion can expel a 20-foot-radius cloud that extends around itself. The area is heavily obscured for 1 minute, although a significant water current or wind can disperse the cloud. After releasing the cloud, your companion can use the Dash action as a bonus action. This ability recharges on a short or long rest.
Charge
If your companion moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) piercing damage (1d8 if Large, 2d6 if Huge). If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.   This evolution can not stack with the Dive attack evolution or the Pounce evolution.   This evolution can not be repeated.
Poisonous Skin
If your companion is grappled by a hostile creature, the creature takes 3 (1d6) poison damage at the start of the grapple and at the start of the hostile creature’s turn.   If a hostile creature hits your companion with a melee attack while within 5 feet of it, it takes the same poison damage.   This evolution can not stack with the Barbed Scales evolution.   This evolution can not be repeated.
Wyvern
Dive Attack
If your companion is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target (1d8 if Large, 2d6 if Huge).   This evolution can not stack with the Charge evolution or the Pounce evolution.   This evolution can not be repeated.
Deafening Roar
As an action, each hostile creature within 60 feet of your companion and who can hear it must succeed on a Constitution saving throw against your Companion’s Constitution DC or take 3 (1d6) thunder damage and become deafened for 5 rounds. This ability recharges on a short or long rest.   This evolution can not be repeated.
Medium Build
Your companion’s size becomes medium.   This evolution can not be repeated.
Mountain Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in mountainous and cavern environments.   This evolution can not be repeated.
Sky Camouflage
Your companion has advantage on Dexterity (Stealth) checks made to hide in aerial environments.   This evolution can not be repeated.

3 Points (Level 9)

All
Active Camouflage
Your companion can take the hide action in plain sight as if it was heavily obscured.   This evolution can not be repeated.   (Prerequisite: Visual mimicry evolution)
Bleed Damage
Choose a base melee weapon attack your companion has (Bite Attack, Extended Bite Attack, or Claw attack), that attack deals an additional 2 (1d4) bleed damage. This bleed damage lasts for 1 round.   This evolution can not be stacked with itself or other damage enhancement evolutions on a single melee weapon attack. This evolution also can’t be used on attacks with an inherent special damage type (Poison, Bleed, Elemental type).
Elemental Damage
Choose a base melee weapon attack your companion has (Bite Attack, Extended Bite Attack, or Claw attack) and an elemental type (Acid, Cold, Fire, Lightning, or Thunder), that attack deals an additional 1d8 damage of that type.   This evolution can not be stacked with itself or other damage enhancement evolutions on a single melee weapon attack. This evolution also can’t be used on attacks with an inherent special damage type (Poison, Bleed, Elemental type).
Improved Healing Saliva
Your companion’s saliva becomes an effective healing coagulant. As an action, your companion can heal an unconscious and dying creature within 5 feet of it. The creatures heals 3d6 + your companion’s Constitution modifier. This healing does not affect conscious creatures. This evolution can not be paired with any poisonous bite evolutions.   This evolution can not be repeated.   (Prerequisite: Healing Saliva evolution)
Large Build
Your companion’s size becomes large.   This evolution can not be repeated.   (Prerequisite: Medium Build evolution)
Poison Damage
Choose a base melee weapon attack your companion has (Bite Attack, Extended Bite Attack, or Claw attack), when the attack hits, the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one.   This evolution can not be stacked with itself, or other damage enhancement evolutions on a single melee weapon attack. This evolution also can’t be used on attacks with an inherent special damage type (Poison, Bleed, Elemental type).
Projectile Tail Spike
Your companion gains the Projectile Tail Spike ranged weapon attack.   This evolution can not be repeated.
Projectile Tail Spike. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 30/60 ft., one target. Hit: 3 (1d6 + Dexterity mod) piercing damage.
Sever Tail
Your companion gains the ability to sever their tail to escape danger. When your companion has the Grappled or Restrained conditions, or would fail a save to become Petrified, they can immediately sever their tail to end any of these conditions as a reaction. Any attacks that utilize your companion’s tail can not be used when it is severed. This tail, without the regeneration evolution, regrows on a long rest and this ability refreshes on a short or long rest.   This evolution can not be repeated.
Saurian
Blinding Shot
Your companion is able to shoot spurts of blood from their eyes as they gain the Blinding Shot ranged weapon attack.   This evolution can not be repeated.
Blinding Shot. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 15/30 ft., one target. Hit: 2 (1d4 + Dexterity mod) piercing damage and the target must make a Constitution saving throw against your Companion’s Constitution DC or be blinded for one round.
Burrow Speed
Your companion gains a burrow speed of 30 feet.   This evolution can not be repeated.
Tongue Constriction
Your companion gains the tongue constriction melee weapon attack.   This evolution can not be repeated.
Tongue Constriction. Melee Weapon Attack: Proficiency + Strength mod to hit, reach 5 ft., one creature. Hit: 6 (2d6 + Strength mod) bludgeoning damage, and the target is grappled (escape Strength DC). Until this grapple ends, the creature is restrained, and the companion can't constrict another target.
Driveby
Your companion doesn't provoke an opportunity attack when it moves out of an enemy's reach when using their walking speed.   This evolution can not be repeated.
Excavator
Your companion make tunnels that are large enough for creatures their size and smaller to squeeze through.   This evolution can not be repeated.   (Prerequisite: Burrow Speed evolution)
Improved Charming Gaze
As an action, your companion can look at all creatures you choose within 30 ft with a hypnotizing gaze. The creatures must succeed on a Wisdom saving throw against your Companion’s Charisma DC or be forced to use all their movement on their turns to get as close to your companion as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability recharges on a short or long rest.   This evolution can not be repeated.   (Prerequisite: Charming Gaze evolution)
Pack Tactics
Your companion has advantage on an attack roll against a creature if at least one of your companion’s allies is within 5 feet of the creature and the ally isn't incapacitated.   This evolution can not be repeated.
Poisonous Bite
Your companion gains the poisonous bite melee weapon attack.   This evolution can not be repeated.
Poisonous Bite. Melee Weapon Attack: Proficiency + (Strength mod) to hit, reach 10 ft., one target. Hit: 2 (1d4 + Str mod) piercing damage, and the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Tremor Sense
Your companion gains Tremor Sense up to a range of 30 feet.   This evolution can not be repeated.
Water Walk
Your companion can run across the surface of a liquid with a dash action. To continue running along the liquid’s surface, your companion must use a dash action on each turn they are above water.   This evolution can not be repeated.
Piscine
Death Bite
Your companion gains the Death Bite melee weapon attack.   This evolution can not be repeated.
Death Bite. Melee Weapon Attack: Proficiency + Strength mod to hit, reach 5 ft., one target. Hit: 6 (2d6 + Strength mod) piercing damage, and the target must make a Strength Saving throw against your companion’s Strength DC to resist being grappled. Until this grapple ends, the target is restrained, and your companion can't bite another target.   This grapple ends when the target repeats the strength saving throw at the start of their turn.
Electric Jolt
As an action, each creature within 5 feet of your companion or 15 feet of your companion if in a body of water, must make a Constitution saving throw against your Companion’s Constitution DC. On failed save, a target takes 13 (3d8) lightning damage. On a successful save, a target takes half as much damage. This ability recharges on a short or long rest.   This evolution can not be repeated.
Focused Shockwave
Your companion gains the Focused Shockwave ranged weapon attack.   This evolution can not be repeated.
Focused Shockwave. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 15/30 ft., one target. Hit: 9 (3d6 + Dexterity mod) Thunder damage.
Hardened Fins
Your companion is immune to strong currents and has advantage on saving throws against any effect that would reduce its swim speed to 0.   This evolution can not be repeated.
Improved Blinding Mist
As an action, your companion can expel a 20-foot-radius cloud that extends around itself. The area is heavily obscured for 1 minute, although a significant water current or wind can disperse the cloud. After releasing the cloud, your companion can use the Dash action as a bonus action. You and your companion can see through this cloud. This ability recharges on a short or long rest.   This evolution can not be repeated.   (Prerequisite: Blinding Mist evolution)
Swimby
Your companion doesn't provoke an opportunity attack when it moves out of an enemy's reach when using their swim speed.   This evolution can not be repeated.
Wyvern
Flyby
Your companion doesn't provoke an opportunity attack when it moves out of an enemy's reach when using their fly speed.   This evolution can not be repeated.
Hardened Wings
Your companion is immune to strong winds and has advantage on saving throws against any effect that would reduce its fly speed to 0.   This evolution can not be repeated.
Improved Deafening Roar
As an action, each hostile creature within 60 feet of your companion and who can hear it must succeed on a Constitution saving throw against your Companion’s Constitution DC or take 9 (3d6) thunder damage and become deafened for 1 minute. This ability recharges on a short or long rest.   This evolution can not be repeated.   (Prerequisite: Deafening Roar evolution)
Poison Stinger
Your companion gains the Poison Sting melee weapon attack.   This evolution can not be repeated.
Poison Stinger. Melee Weapon Attack: Proficiency Strength mod to hit, reach 10 ft., one creature. Hit: 3 (1d4 + Strength Mod) piercing damage (1d6 if Large, 1d8 if Huge), and the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 10 (3d6) poison damage on a failed save, or no damage on a successful one.
Wing Batter
As an action, your companion beats its wings. Each creature within 10 feet of the dragon must succeed on a Dexterity saving throw against your Companion’s Strength DC or take 6 (2d6 + Strength Modifier) bludgeoning damage and be knocked prone. This ability recharges on a short or long rest.   This evolution can not be repeated.

4 Points (Level 13)

All
Breath Attack
Choose one breath attack of the types listed, your Companion gains that breath attack. This breath attack recharges on a short or long rest.   This evolution can not be repeated.
Acid Breath. Your companion exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Companion’s Constitution DC, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.   Cold Breath. Your companion exhales an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your Companion’s Constitution DC, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.   Fire Breath. Your companion exhales fire in a 20-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw against your Companion’s Constitution DC, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.   Lightning Breath. Your companion exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Companion’s Constitution DC, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.   Poison Breath. Your companion exhales poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your Companion’s Constitution DC, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.   (Prerequisite: A Constitution Score of 16 or more)
Chameleon Skin
Your companion has advantage on Dexterity (Stealth) checks made to hide.   This evolution can not be repeated.   (Prerequisite: any camouflage evolutions)
Elemental Type Resistance
Choose an elemental damage type (Acid, Cold, Fire, Lightning, or Thunder), your companion is now resistant to that damage type. This evolution can be repeated up to a cap equal to half your proficiency modifier gained from Ranger Levels.
Frightful Presence
As an action, each creature of your choice that is within 60 feet of your companion and aware of it must succeed on a Wisdom saving throw against your Companion’s Charisma DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Companion’s Frightful Presence for the next 24 hours. This ability recharges on a long rest.   This evolution can not be repeated.   (Prerequisite: A Charisma Score of 16 or more)
Hardening Scales
As a reaction, your companion can harden its scales to deflect incoming attacks. Their AC is increased by +2 until the start of their next turn. This ability has 5 uses and recharges after a long rest.   This evolution can not be repeated.
Improved Bleed Damage
Choose a melee weapon attack your companion has enhanced with bleed damage, that attack’s bleed damage is increased to 6 (3d4). This bleed damage lasts for 1 round.   This evolution can not be stacked with itself or other damage enhancement evolutions on a single melee weapon attack.   (Prerequisite: Bleed Damage evolution)
Improved Elemental Damage
Choose a melee weapon attack your companion has enhanced with an elemental damage type (Acid, Cold, Fire, Lightning, or Thunder), that attack’s elemental damage is increased to 13 (3d8).   This evolution can not be stacked with itself or other damage enhancement evolutions on a single melee weapon attack.   (Prerequisite: Elemental Damage evolution)
Improved Poison Damage
Choose a melee weapon attack your companion has, when the attack hits, the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one.   This evolution can not be stacked with itself, or other damage enhancement evolutions on a single melee weapon attack. This evolution also can’t be used on attacks with inherit poison damage.   (Prerequisite: Poison Damage evolution)
Improved Projectile Tail Spikes
Your companion gains the Improved Projectile Tail Spike ranged weapon attack.   This evolution can not be repeated.
Improved Projectile Tail Spike. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 60/120 ft., one target. Hit: 7 (2d6 + Dexterity mod) piercing damage.   (Prerequisite: Projectile Tail Spikes evolution)
Inflict Poisoned Condition
Choose a melee weapon attack your companion that deals poison damage, the target of that attack must now make a Constitution saving throw against your Companion’s Constitution DC or be afflicted with the Poisoned condition until the start of your companion’s next turn.   (Prerequisite: Any poison damage)
Physical Type Resistance
Choose a physical damage type (bludgeoning, piercing, slashing), your companion is now resistant to that damage type. This evolution can be repeated up for each remaining damage type after the first.
Regeneration
On a short rest, your companion can regenerate any limb it has lost and heals an additional 3 hit dice.   This evolution can not be repeated.
Saurian
Debilitating Poison
When your companion afflicts a creature with the poisoned condition, the afflicted creature has their AC reduced by 2.   (Prerequisite: Inflict Poisoned Condition evolution)   This evolution can not be repeated.
Improved Blinding Shot
Your companion is able to shoot spurts of blood from their eyes as they gain the Blinding Shot ranged weapon attack.   This evolution can not be repeated.
Improved Blinding Shot. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 30/60 ft., one target. Hit: 5 (2d4 + Dexterity mod) piercing damage and the target must make a Constitution saving throw against your Companion’s Constitution DC or be blinded for one round.   (Prerequisite: Blinding Shot evolution)
Improved Poisonous Bite
Your companion gains the poisonous bite melee weapon attack.   (Prerequisite: Poisonous Bite evolution)   This evolution can not be repeated.
Improved Poisonous Bite. Melee Weapon Attack: Proficiency + (Strength mod) to hit, reach 10 ft., one target. Hit: 2 (1d8 + Str mod) piercing damage, and the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Swallow Whole
When your companion makes a bite attack against a creature it is grappling that is one size smaller or more, and the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside your companion, and it takes 5 (2d4) acid damage at the start of each of your companion’s turns.   The swallowed creature can escape by dealing damage to your companion. If your companion is damaged by the swallowed creature, it must make a Constitution saving throw with a DC equals 10 or the damage you take, whichever number is higher. If your companion fails, the swallow creature is regurgitated.   When being attacked from the inside, your companion has no natural armor benefits. When regurgitated, the swallowed creature lands in space within 10 feet of your companion. Your companion can only have only one target swallowed at a time. If your companion dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.   This evolution can not be repeated.
Lifesense (30 ft.)
Your companion gains Lifesense up to a range of 30 feet. This sight does not work against naturally cold creatures or undead.   This evolution can not be repeated.
Piscine
Blindsight (30 ft.)
Your companion gains Blindsight up to a range of 30 feet. This sight does not work if your companion is deafened.   This evolution can not be repeated.
Blood Frenzy
Your companion has advantage on melee attack rolls against any creature that doesn't have all its hit points.   This evolution can not be repeated.   (Prerequisite: Pack Tactics evolution)
Improved Death Bite
Your companion gains the Improved Death Bite melee weapon attack.   This evolution can not be repeated.
Improved Death Bite. Melee Weapon Attack: Proficiency + Strength mod to hit, reach 5 ft., one target. Hit: 6 (2d6 + Strength mod) piercing damage, and the target is grappled. Until this grapple ends, the target is restrained, and your companion can't bite another target.   This grapple ends when the target makes a Strength Saving throw against your companion’s Strength DC at the start of their turn.   (Prerequisite: Death Bite evolution)
Improved Electric Jolt
As an action, each creature within 5 feet of your companion or 15 feet of your companion if in a body of water, must make a Constitution saving throw against your Companion’s Constitution DC. On failed save, a target takes 13 (3d8) lightning damage. On a successful save, a target takes half as much damage. This ability recharges each round on a 5 or 6.   This evolution can not be repeated.   (Prerequisite: Electric Jolt evolution)
Improved Focused Shockwave
Your companion gains the Focused Shockwave ranged weapon attack.   This evolution can not be repeated.
Improved Focused Shockwave. Ranged Weapon Attack: Proficiency + Dexterity mod to hit, range 30/60 ft., one target. Hit: 17 (5d6 + Dexterity mod) Thunder damage and 9 (3d6) Thunder Damage to all hostile creatures adjacent.   (Prerequisite: Focused Shockwave evolution)
Wyvern
Elemental Flybly
Choose an elemental damage type (Acid, Cold, Fire, Lightning, or Thunder). Once per turn, when your companion action dashes past any hostile creature within 5 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC, taking 8 (2d8) of that elemental damage type on a failed save, or half as much damage on a successful one.   This evolution can not stack with other Flyby required evolutions.   This evolution can not be repeated.   (Prerequisite: Flyby evolution)
Evasive Maneuvers
When your companion or its rider is attacked by a ranged weapon, your companion can use a reaction to give disadvantage to that attack roll and other subsequent ranged attacks made against your companion or its rider from the triggering creature until the start of your Companion’s next turn.   This evolution can not be repeated.
Overwhelming Flyby
Once per turn, when your companion action dashes past any hostile creature within 5 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC. On a failed save, they creature take 3 (1d6) Bludgeoning damage, the creature is pushed back 15 feet in the direction the Companion moved towards, and they are knocked prone, and half as much damage, no forced movement, and are not knocked prone on a successful one.   This evolution can not stack with other Flyby required evolutions.   This evolution can not be repeated.   (Prerequisite: Flyby evolution)
Paralyzing Stinger
Your companion gains the Paralyzing Stinger melee weapon attack.   This evolution can not be repeated.
Paralyzing Stinger. Melee Weapon Attack: Proficiency + Strength mod to hit, reach 10 ft., one creature. Hit: 7 (1d4 + Strength Mod) piercing damage (1d6 if Large, 1d8 if Huge), and the target must make a Constitution saving throw against your Companion’s Constitution DC, taking 14 (4d6) poison damage and becoming paralyzed for 1 round on a failed save, or half as much damage and no paralyzed state on a successful one.   (Prerequisite: Poison Stinger evolution and Inflict Poisoned Condition evolution)
Steel Wings
Once per turn, when your companion action dashes past any hostile creature within 5 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC. On a failed save, they take 4 (1d8) Slashing damage and 4 (1d8) Bleed damage, or half as much damage and no bleed damage on a successful one.   This evolution can not stack with other Flyby required evolutions.   This evolution can not be repeated.   (Prerequisite: Flyby evolution)

5 Points (Level 16)

All
Elemental Type Immunity
Choose an elemental damage type (Acid, Cold, Fire, Lightning, or Thunder), your companion is now immune to that damage type.   This evolution can not be repeated and you can not take this evolution if your companion already has a physical damage type immunity.   (Prerequisite: Elemental Type Resistance evolution of that damage type)
Huge Build
Your companion’s size becomes Huge.   (Prerequisite: Large Build evolution)   This evolution can not be repeated.
Improved Breath Attack
Choose one breath attack your companion has, that breath attack recharges on a 1d6 roll of 5-6 each round.   (Prerequisite: Breath Attack evolution)
Improved Hardening Scales
As a reaction, your companion can harden its scales to deflect incoming attacks. Their AC is increased by +5 until the start of their next turn. This ability has 5 uses and recharges after a long rest.   This evolution can not be repeated.   (Prerequisite: Hardening Scales evolution)
Physical Type Immunity
Choose a Physical damage type, your companion is now immune to that damage type.   This evolution can not be repeated and you can not take this evolution if your companion already has an elemental damage type immunity.   (Prerequisite: Physical Type Resistance evolution of that damage type)
Saurian
Active Invisibility
As an action, your companion can cast greater invisibility on itself. This ability has three uses recharges on a long rest.   This evolution can not be repeated.
Evasion
If your companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.   This evolution can not be repeated.
Improved Debilitating Poison
When your companion afflicts a creature with the poisoned condition, the afflicted creature has their AC reduced by 4.   This evolution can not be repeated.   (Prerequisite: Debilitating Poison evolution)
Improved Swallow Whole
When your companion makes a bite attack against a creature it is grappling that is one size smaller or more, and the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside your companion, and it takes 9 (2d8) acid damage at the start of each of your companion’s turns.   The swallowed creature can escape by dealing damage to your companion. If your companion is damaged by the swallowed creature, it must make a Constitution saving throw with a DC equals 10 or half the damage you take, whichever number is higher. If your companion fails, the swallow creature is regurgitated.   When being attacked from the inside, your companion has no natural armor benefits. When regurgitated, the swallowed creature lands in space within 10 feet of your companion. Your companion can only have only one target swallowed at a time (two if huge sized). If your companion dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.   This evolution can not be repeated.   (Prerequisite: Swallow Whole evolution)
Piscine
Current Weaver
As an action, your companion can cast control water. The Spell Save DC for this spell is your Companion’s Constitution DC. This ability has three uses and recharges on a long rest.   This evolution can not be repeated.
Second Maw
Your companion’s bite attack has an increased crit range of 18-20.   This evolution only works with your Companion’s base Bite attack or the Bite Attack evolution   This evolution can not be repeated.   (Prerequisite: Bite Attack)
Stunning Field
As an action, each creature within 5 feet of your companion or 15 feet of your companion if in a body of water, must make a Constitution saving throw against your Companion’s Constitution DC. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of your companion's next turn. On a successful save, a target takes half as much damage and isn't stunned. This ability recharges each round on a 5 or 6.   This evolution can not be repeated.   (Prerequisite: Electric Jolt evolution)
Wyvern
Improved Elemental Flyby
Choose an elemental damage type (Acid, Cold, Fire, Lightning, or Thunder). Once per turn, when your companion action dashes past any hostile creature within 15 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC, taking 18 (4d8) of that elemental damage type on a failed save, or half as much damage on a successful one.   This evolution can not be repeated.   (Prerequisite: Elemental Flyby evolution)
Improved Overwhelming Flyby
Once per turn, when your companion action dashes past any hostile creature within 15 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC. On a failed save, they creature take 10 (3d6) Bludgeoning damage, the creature is pushed back 30 feet in the direction the Companion moved towards, and they are knocked prone, and half as much damage, no forced movement, and are not knocked prone on a successful one.   This evolution can not be repeated.   (Prerequisite: Overwhelming Flyby Evolution)
Improved Steel Wings
Once per turn, when your companion action dashes past any hostile creature within 5 feet, they must make a Strength Saving Throw against your Companion’s Dexterity DC. On a failed save, they take 9 (2d8) Slashing damage and 9 (2d8) Bleed damage, or half as much damage and no bleed damage on a successful one.   This evolution can not be repeated.   (Prerequisite: Steel Wings evolution)
Wyvern Blast
As an action, your companion can cast and shoot a Fireball from their mouth at 4th level. The Spell Save DC for this spell is your Companion’s Constitution DC. This ability has three uses and recharges on a long rest.   This evolution can not be repeated.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.   If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.   When resummoning your animal companion in this way, you can reselect the number and/or type of limbs your companion has from what's available from your companion's genome(s).  

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.   The animal companion loses its Multiattack action, if it has one.   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and on their attack’s damage roll. However, should you equip barding to your companion, they lose their proficiency bonus to AC as well as their Natural Armor bonus if they have one.   To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus + your companion’s Dexterity modifier.   If your companion has natural armor, it’s: Natural Armor + your proficiency bonus + your companion’s dexterity modifier.   To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.   Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.   For each Ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. However, should you add a new genome to your companion at levels 7 and 15, your companion’s hit dice total is reduced by 2 for each new genome. However, should you continue with your initial genome(s), add 1 hit dice to your companion’s hit dice total.   Whenever you gain an Ability Score Improvement or feat from your Ranger levels, the cap of Ability Score Improvement evolutions you can take increases by 1. With the Ability Score Improvement evolution, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.  

Companion Trait

d6 - Trait
  1. I'm dauntless in the face of adversity.
  2. Threaten my friends, threaten me.
  3. I stay on alert so others can rest.
  4. People see an animal and underestimate me.
  5. I have a knack for showing up in the nick of time.
  6. I put my friends' needs before my own in all things.

Companion Flaw

d6 - Flaw
  1. If there's food left unattended, I'll eat it.
  2. I growl at strangers, and all people except my ranger are strangers to me.
  3. Any time is a good time for a belly rub.
  4. I'm deathly afraid of water.
  5. My idea of hello is a flurry of licks to the face.
  6. I jump on creatures to tell them how much I love them.

Coordinated Extra Attack

Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.   This does not stack with the Extra Attack class feature of other classes.   Your companion’s attacks are considered magical for the purposes of bypassing resistance.

Improved Scaled Companion

At 7th level, you can select any remaining genome for your animal companion you haven’t locked in and receive their limbs, base abilities, and access to their exclusive abilities you can acquire with evolution points. Once you lock in a new genome, your companion’s hit dice total is reduced by 2.   Or you can instead choose to forfeit the new genome and add 1 hit dice to your companion’s current hit dice total.

Storm of Claws and Fangs

At 11th level, your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Scaled Companion

At 15th level, you can select any remaining genome for your animal companion you haven’t locked in and receive their limbs, base abilities, and access to their exclusive abilities you can acquire with evolution points. Once you lock in a new genome, your companion’s hit dice total is reduced by 2.   Or you can instead choose to forfeit the new genome and add 1 hit dice to your companion’s current hit dice total.

Comments

Please Login in order to comment!
Apr 10, 2021 05:37

I want this played so badly in a stream game now. It's Pokemon mixed with MonHun, and I need it.