Order of the Cryptids

Nature herself is sometimes strange and magical. Harnessing these capabilities, beast tamers in the order of the cryptids take a dive into the unknown to unlock the secrets of the wild. There is much to learn in terms of natural magic, but with the backing of the wild itself, a beast tamer can become a powerful threat.

### Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

**Cantrips.** You learn two cantrips of your choice from the druid spells. You learn an additional druid cantrip at 10th level.

**Spell Slots.** The Order of the Cryptid Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

**Spells Known of 1st-Level and Higher.** You know three 1st-level druid spells of your choice, two of which you must choose from the enchantment and conjuration spells on the druid spell list.

The Spells Known column of the Order of the Cryptid Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an enchantment or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or conjuration spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

**Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since your focus and connection to nature dictates how you create magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

### Spirit Animal

At 3rd level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. Additionally, whenever you cast a spell 1st level or higher with a range of 5 ft or more, your familiar may use its reaction to move up to half its movement speed and use the attack action.

### Bonded Caster

At 6th level, your Bonded Companion becomes acclimated to arcane magic. Whenever your companion takes the attack action, they may instead choose to cast a spell from your spell list. Casting through this method still requires the proper spell slots to be used from your total spell slots.

### Help Conversion

At 10th level, you are able to convert your animal prowess into raw magical energy. As a bonus action, you may convert your helper points into spell slots. The table below details how many points must be expended.

 2nd
 3rd
 4th
 5th

### Magical Ambush

At 15th level, you have mastery over natural spells. Whenever you use the feature Closer Bond, you may choose to cast a spell instead of making a melee or ranged attack.