A Deinonychus tears into the flesh of a hobgoblin as it tackles its foes. Then, as it leaps towards it's next foe. it changes into a brown bear tackling it under it's new weight. Another hobgoblin takes a swing at the chimera. As the steel of it's sword comes down it finds itself in the claw of a giant crab. The hobgoblin is quickly grappled by the chimeras other claw.
A young halfling man is corned by thugs in an alleyway. One thug takes a swing at the Chimera with a dagger. But as the dagger nearly connects with halfling flesh, his flesh turns to as swarm of bats that flood the thugs face, dodging his strike. Tendrils of vines begin to creep up the legs of the thugs, holding them in place. Minutes later towns guard run into the alley and arrest the thugs, a halfling trailing behind them.
A half elf druid stands in front of a town council, he begs them to stop the logging guild from destroying the forest. A Goliath stands next to him keeping her guard up. Then, the doors to the town hall burst open and a group of lumberjacks barge in. An axe sails across the hall aimed for the druids skull. In a near instant, the goliaths arm reaches out, her arms skin shifting into the scaly covering of a pangolin. The axe glances off her arm, hitting the hall floor harmlessly.
Chimera are the warriors of nature. To chimera nature is a force that little is truly known about. They receive their commands from nature through dreams. Chimeras are not trained, but born. Chimera's souls have been around since the first single cells of life, they're reincarnated into a new life after death infinitely. Nature has given the chimeras the powers of nature's creations. They shift into the the shapes nature has created, Even combine them together.
Quick Build
You can make a chimera quickly by following these suggestions. First, strength or dexterity should be your highest ability score, followed by wisdom. Second, choose the hermit background.
hit dice:
1d12 per chimera level
hit points at 1st level:
12 + your constitution modifier
hit points at higher levels:
1d12 (or 7) + your constitution modifier per chimera level
armor proficiencies:
Medium and Light Armor, Sheilds
weapon proficiencies:
Simple Weapons, Whip, Trident, Short Swords, Long Bow, Glaive
tools:
Healers Kit, Disguise Kit
saving throws:
Wisdom, Constitution
skills:
Choose 2 from Animal Handling, Nature, Survival, Stealth, Acrobatics, Perception, Insight, Intimidation, and Athletics
starting equipment:
You start with the following equipment in addition to the equipment granted by your background.
(a) Shortsword or (b) any simple weapon
(a) longbow or (b) any simple ranged weapon (10 darts of darts are chosen)
an explorer's pack
spellcasting:
class features:
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Shift Forms
Starting at 1st level, you gain the ability to change your shape into beasts, and monstrosities based off animals or a combination of animals. (DM discretion). You gain Shifting points equal to your wisdom modifier + your chimera level. You can use this ability as a bonus action. You don't need to revert to your normal form to change to a new one. The creatures you can shift into are limited by CR. You can shift into creatures of a CR equal to half your chimera level rounded down. Expending one shifting point can turn you into a Creature of a CR of 1 or lower, 2 points for CR 2 and so on. You must still abide by the CR level cap determined by your chimera level.
Your game statistics are replaced by the statistics of the creature, but you retain your hit points, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary, lair actions or innate spellcasting features, you can’t use them. Dropping to zero hit points revert you to your normal form unconscious. If you use an ability in one form that requires a recharge and change into a creature that also has an ability that requires a recharge you still have to roll to recharge the new ability. You don't need to roll to recharge if you have taken a long rest since then.
If a feat or multiclass allows you to cast spells you can't cast spells while shifted. You can maintain concentration while shifted. You retain the benefit of any other features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s anatomy and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You can stay in your form for a number of hours equal to one third your chimera level rounded down. When the time runs out you revert to your normal form or can spend shift points equal to the creatures CR (1 if CR is less than 1) as a bonus action to reset the time.
Form Rush
Starting at 2nd level you can activate a state where you can change form quickly and effortlessly. You start with 2 uses of this ability that recharge after a long rest. On your turn, you can activate your form rush as a bonus action. Form rush lasts for 1 minute. This ability allows you to shift forms during combat without using your shift points. You gain one more use of form rush at 6th 12th and 18th level.
Regenerate Form
Starting at 2nd level as a bonus action you can heal 1d12 hit points for every 2 shift points you expend.
Chimera Walks
At 3rd level you choose which walk of life you take as a chimera. The Walks of a chimera helps them serve nature in the way it commands. Choose the Walk of Monstrous Forms or the Walk of Natures Savant. The walk you choose grants you features at 3rd, 6th, 10th and 15th level
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Natures Wrath
Starting at 5th level your attacks while shifted and with a form adaptation (Walk of Monstrous Forms) count as magical for the purpose of overcoming resistance to immunity to nonmagical attacks and damage.
Nature's Companion
At 5th Level you can cast animal friendship like a cantrip
Predators Instinct
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your form rush before doing anything else on that turn.
Draconic Forms
Once you reach 9th level you gain the ability to transform into natures most powerful creations. You can shift into any creature with the dragon tag. This is still limited by CR guidelines.
Natures Will
Starting at 11th level, your form rush can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're form rushing and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
Swarm Forms
At 13th level you can turn into a creature with the swarm tag twice per long rest. They still cost shift points but you add the swarms hp as temporary hit points. When those HP run out you become a single version of that swarm. You can use this ability as a reaction to taking damage once you do so. Doing so causes the attacker to reroll their attack roll with disadvantage.
Natures General
At 14th level, Once per short rest and at the cost of shift points equal to the CR of Beasts you summon. You can summon a beast or monstrosity equal to your wisdom modifier (minimum of 1). These creatures CR is limited to 1/4th your Chimera level rounded down. The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.
Natural Link
Starting at 17th level, you can now talk while shifted freely, you can choose who you want to hear you. The voice comes from your mind so a mouth is not required. You also gain the ability to cast beast bond innately like a cantrip, this doesn't require components.
True Chimera
At 18th level, you can innately cast shapechange once per long rest, this does mean without any components. You do not need to have seen the creature to use this feature but your transformation must have a beast, monstrocity, elemental, fey, humanoid, plant, giant or dragon tags.
Fully Fluid Forms
Once you reach 20th level you can regain 1d8 (minimum is your wisdom mod) shift points back per short rest.
subclass options:
Walk Of Monstrous Forms
The Walk of Monstrous Forms is for nature's warriors. They are gifted special modifications for their shifting forms. Allowing them to tailor every form into a unique creature. These fierce chimera can alter their own original forms and any other they take on.
Form Adaptations
Starting at 3rd level you can choose 3 of the form adaptations listed below. You can spend one shift point to adopt them to your original form or add them to a transformation. You can add these to your original form without using any form of action. You can add one adaptation to a shift form when you transform. After that you can only add one per turn and it does cost a bonus action to add to a shift form. Your form adaptations reset if you change forms. They last until the end of your transformation if your adding it to a shift form or until the start of your next short or long rest if you modify your original form. You can dismiss it at any time if you modified your original form. Some adaptations have prerequisites and you must be a certain level or have a different adaption already. You get to choose two more form adaptations at 6th 10th and 15th level. These adaptations are general descriptions of what the ability does so you can flavor it by picking which animal you choose to adopt the ability from.
Beak. You have a large, sharp beak that is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier. In addition, you can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sound can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check. When you reach 15th level in this class, your beak deals slashing damage equal to 1d8 + your Strength modifier.
Big Mouth (6th Level and Bite Feature Required). Your mouth is extremely large. When you hit a creature with your bite attack, the target is grappled. Until the grapple ends, the target is restrained and you can’t bite another target.
Bite. You develop sharp, powerful fangs capable of biting through flesh and bone, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. When you reach 15th level in this class, your bite deals piercing damage equal to 2d6 + your Strength modifier.
Burrow. You gain a burrow speed of 10 feet.
Claws. You have large, sharp claws that are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 2d4 + your Dexterity modifier. Your claws prevent you from taking actions that require the use of your hands. When you reach 15th level in this class, your claws deal slashing damage equal to 2d8 + your Dexterity modifier.
Climb. You gain a climb speed of 30 feet. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Constrict (10th Level and Mighty Build Required). Your torso or legs become unusually long and pliable and you can use it to make constrict attacks. When you hit a creature with your constrict attack, you deal bludgeoning damage equal to 1d8 + your Strength modifier and the target is grappled. Until the grapple ends, the creature is restrained and you can’t constrict another target.
Darkvision. You gain darkvision out to 60 feet.
Dive Attack (15th Level and Wings Feature Required). If you are flying and dive at least 20 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Echolocation (10th Level Required). You gain blindsight out to 60 ft. You can’t use this feature while deafened.
Flyby (15th Level and Wings Feature Required). You don’t provoke opportunity attacks when you fly out of an enemy’s reach.
Hold Breath (6th Level Required). You can hold your breath for 30 minutes.
Hooves (Running Legs Feature Required). You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. In addition, if you move at least 10 feet straight toward a target and then hit it with an unarmed strike attack on the same turn, the target takes an extra 1d6 damage of the same type. If the target is a creature, it must succeed on Strength saving throw or be knocked prone. The saving throw DC is equal to 8 + your proficiency bonus + your Strength modifier. This adaptation only works if your on the ground and are small size or larger.
Illumination. You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Senses. Starting at 3rd level when you select this feature, you have advantage on Wisdom (Perception) checks that rely on hearing and smell. At 10th level, you also have advantage on Wisdom (Perception) checks that rely on sight.
Mighty Build (10th Level Required). Your size doubles in all dimensions. Your increase in size to Large and your melee weapon attacks deal an additional 1d6 damage on a hit. Also, you gain advantage on Strength checks and your carrying capacity doubles. This adaptation only works on medium or smaller shift forms.
Natural Armor. You have a thick hide that’s difficult to penetrate. You gain a +1 bonus to your AC. The AC provided by this feature increases as you gain levels in this class. This AC bonus goes up by one each time you gain a walk feature (so 6th, 10th and 15th level). If you have use of your hands while in your monster form, you can still gain the benefit of shields while using this feature.
Natural Camouflage (6th Level Required). Choose a terrain type: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. You have advantage on Dexterity (Stealth) checks made while in this terrain. This terrain can be changed at 6th, 10th and 15th level if you choose.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. This adaptation can be described as the eyes of a predator.
Pincer Claws. You have large, crab-like claws that act as natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled. You have two claws, each of which can grapple only one target. Your claws prevent you from taking actions that require the use of your hands. When you reach 15th level in this class, your claws deal slashing damage equal to 2d6 + your Strength modifier. If you want to transform just one hand to a claw, it still costs 1 shift point. If you want to transform your other hand it will cost another shift point and must be done
Poisonous (Bite Feature Required). Your bite is poisonous. When you hit a creature with your bite attack, the target must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier. On a failed saving throw, the target takes 3d6 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Pounce (Running Legs and Claws Features Required). If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike attack on the same turn, that target must succeed on a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Powerful Arms. Your arms are longer and stronger than normal. When you hit a target with your unarmed strike, you deal bludgeoning damage equal to 1d6 + your Strength modifier instead of the damage you normally deal with an unarmed strike. When you reach 15th level in this class, your arms deal bludgeoning damage equal to 2d6 + your Dexterity modifier.
Quick Reflexes. You gain advantage on Dexterity checks. And you don’t take damage from falling 20 feet or less if you aren’t incapacitated.
Running Legs (6th level required). You gain a movement speed of 50 feet.
Standing Leap. Your long jump is equal to twice your Strength score and your high jump is up to your 3 + twice your Strength modifier, with or without a running start.
Swim (6th Level Required). You gain a swim speed equal to your movement speed. In addition, you can breathe both air and water.
Take Down (Bite Feature Required). If you hit a creature with your bite attack, the target must succeed on a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Wings (15th Level Required). Wings sprout from your back. You gain a flying speed of 30 feet.
Walk Of Nature's Savant
Nature's Savants are gifted powers of plants, life, and animals. They are the diplomats and guardians of Natures forces. They are tasked with guarding certain areas of Nature or defending civilization from greater evils. The summon the power of plants and animals to aid them in protecting. The Walk Of Nature's Savent allows the Chimera to use it's shift points to cast certain spells.
Chimera Spell List
Cantrips- Druidcraft, Mending, Shillelagh, Thorn Whip, Primal Savagery, Infestation,
1st Level- Beast Bond, Cure Wounds, Ensnaring Strike, Entangle, Goodberry, Snare, Hail of Thorns, Healing Word, Speak With Animals, Jump, Longstrider
2nd Level- Animal Messenger, Barkskin. Beast Sense, Healing Spirit, Lesser Restoration, Locate Plants and Animals, Protection From Poison, Spike Growth
3rd Level- Conjure Animals, Conjure Barrage (use thorns or bark as ammo), Conjure Plants (conjure animals but plants), Plant Growth, Speak With Plants, Water Breathing,
4th Level- Guardian Of Nature, Grasping Vine, Conjure Minor Elementals, Conjure Woodland Beings, Dominate Beast, Freedom of Movement, Giant Insect, Polymorph,
Chimera
Level |
Cantrips
Known |
Spells
Known |
Spell
Levels |
1 |
0 |
0 |
0 |
2 |
0 |
0 |
0 |
3 |
2 |
3 |
1 |
4 |
2 |
4 |
1 |
5 |
2 |
4 |
1 |
6 |
2 |
4 |
1 |
7 |
2 |
5 |
2 |
8 |
2 |
6 |
2 |
9 |
2 |
6 |
2 |
10 |
3 |
7 |
2 |
11 |
3 |
8 |
2 |
12 |
3 |
8 |
2 |
13 |
3 |
9 |
3 |
14 |
3 |
10 |
3 |
15 |
3 |
10 |
3 |
16 |
3 |
11 |
3 |
17 |
3 |
11 |
3 |
18 |
3 |
11 |
3 |
19 |
3 |
12 |
4 |
20 |
3 |
13 |
4 |
You cast spells by spending shift points equal to double the spells level.
Spell Casting Modifier Is Wisdom
Spell Save DC = 8+ your proficiency bonus + your wisdom modifier
Spell Attack modifier = your proficiency bonus + your wisdom modifier
Guardians Ambush
As a Guardian of nature you are a very good at hiding and surprising enemies that enter your territory. When you choose this subclass at 3rd level. You can give yourself a bonus to initiative rolls equal to your wisdom modifier.
At the start of your turn in combat, your walking speed increases 10 feet, which lasts until the end of your turn. If you cast a spell as your action on that turn, you can make cast a cantrip with any action type as a bonus action.
Power of Mind
Your experience of arcane magic has given you a well of new knowledge. At 6th level, you gain proficiency in Intelligence saving throws.
Arcane Trap
Starting at 10th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes this turn.
Shifted Magic
Starting at 15th level you can now cast cantrips while shifted, you can cast all other spells while shifted at 18th level unless they require a material component that isn't some form of plant life or animal related.