Explorer
Torch in hand, a human explores a long lost underground city. He comes across a massive stone door with runes carved into it. After solving the puzzle he opens the door to see a massive treasure hoard full of gold, gems and one sword stuck in a pedestal in the center of the room. He picks up the sword and is immediately overwhelmed with the power the sword holds. He has stumbled across an ancient artifact of immense power and his soul is now bound to it.
Treasure Hunters
Artifacts are powerful one of a kind magic items that can not be created by mortal hands. Artifacts can not be destroyed except by very specific means. Some artifacts are too powerful for mortals to wield and can corrupt their very soul for trying. Explorers are normal individuals who gain all of their power from their artifact. Whether you found the artifact in an ancient ruin or it was passed down your family tree for generations before finally awakening in your hands, your soul is now intertwined with the artifact. You and your artifact are inseparable.
Weapons of Legend
Explorers are typically either folk heroes, heroes of legend, or hermits who keep to themselves. Normally, possessing an artifact would put a huge target on your back. But explorers can not be separated from their artifact, even in death. If an explorer dies while bonded to their artifact, the artifact disappears into the void, reappearing in in a new location later.
Creating an Explorer
When making an explorer. consider how your character came across your artifact. Why were they exploring the ancient ruins, or why did your family have this powerful magic item. Perhaps you are an archaeologist who was uncovering an ancient civilization for study.
Now that you have this artifact, why are you adventuring? Are you trying to look for answers about the artifact or have you always been an adventurer?
Quick build
You can make an explorer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by constitution. Second. choose the folk hero background.
Class Features
As an explorer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per explorer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons
- Tools: One type of artisan's tool of your choice
- Saving Throws: Intelligence, Constitution
- Skills: Choose three from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) any simple weapon
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) leather armor or (b) scale mail
- One artisan tool of your choice, explorers pack
Artifact
At 1st level, you have discovered an ancient artifact, a powerful magic item of your choice: The Inferno Ring, The Exalted Blade, The Tyrant's Crown, The Tri-bone Amulet, The Astral Bow, The Aberrant Eye, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again 6th, 10th, 13th, and 17th. You always know where your artifact is and if the artifact is more than 10ft away from you it magically reappears on your person. If an explorer dies while bonded to their artifact, the artifact disappears into the void.
Ancient Magic
At 1st level, your artifact allows you to access ancient magic. See chapter 10 for general rules of spellcasting. Your spell slots are replaced with charges similar to some magic weapons. To cast a spell you must expend charges equal to the spell's level. (0 charges for cantrips). You regain all expended charges at the end of a long rest.
Explorer
Level | Proficiency Bonus | Features | Alterations | Charges | Max Charge Level |
---|---|---|---|---|---|
1st | +2 | Artifact, Ancient Magic | — | 2 | 1 |
2nd | +2 | Soul Alterations | 2 | 3 | 1 |
3rd | +2 | Expertise | 2 | 8 | 2 |
4th | +2 | Ability Score Improvement | 2 | 10 | 2 |
5th | +3 | — | 3 | 16 | 3 |
6th | +3 | Artifact feature | 3 | 19 | 3 |
7th | +3 | — | 4 | 23 | 4 |
8th | +3 | Ability Score Improvement | 4 | 27 | 4 |
9th | +4 | — | 5 | 36 | 5 |
10th | +4 | Artifact feature, Expertise | 5 | 41 | 5 |
11th | +4 | — | 5 | 47 | 6 |
12th | +4 | Ability Score Improvement | 6 | 47 | 6 |
13th | +5 | Artifact feature | 6 | 54 | 7 |
14th | +5 | Living Construct | 6 | 54 | 7 |
15th | +5 | — | 7 | 62 | 8 |
16th | +5 | Ability Score Improvement | 7 | 62 | 8 |
17th | +6 | Artifact feature | 7 | 71 | 9 |
18th | +6 | Living Construct | 8 | 71 | 9 |
19th | +6 | Ability Score Improvement | 8 | 77 | 9 |
20th | +6 | Extension of Yourself | 8 | 81 | 9 |
Charges
The Explorer table shows how many charges you have. The table also shows the max amount of charges you can spend at once, as denoted by the Max Charge Level column.
For example, when you are 5th level, you have 16 charges and can expend a maximum of 3 in one action. This grants you the ability to cast the third level spells you know or spend 3 charges to upcast a spell to third level
Spells known
Unlike most spellcasters, your spells are given to you by your artifact. You are given a spell list at first level and you know all of them. You can expend a number of charges equal to the spell's level to cast that spell as normal.
Spellcasting Ability
Intelligence is your spellcasting ability for your explorer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an explorer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Soul Alterations
Your soul has further intertwined with your artifact. You can force your artifact to express different abilities. These abilities are represented as Alterations. Starting at 2nd level, you gain two alterations of your choice. Your alteration options are detailed at the end of the class description. When you gain certain explorer levels, you gain additional alterations of your choice, as shown in the alteration column on your class list.
Additionally, when you gain a level in this class, you can choose one of the alteration you know and replace it with another alteration that you could learn at that level.
Expertise
A 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skills proficiencies to gain this benefit.
Ability Score Improvement
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.
Living Construct
Your body has begun to merge with your artifact. Starting at 14th level, you can choose two effects from the list. You can choose two additional effects at level 18.
- You can choose to ignore effects that would alter your form.
- You gain immunity to poison damage.
- You don't need to sleep, and magic can't put you to sleep.
- You don’t need to eat, drink, or breathe.
- You advantage on saving throws against spells and other magical effects.
- You have resistance to psychic damage. If you already have resistance you gain immunity instead.
- You gain resistance to Bludgeoning, Piercing, and Slashing From Nonmagical weapons.
Extension of Yourself
Starting at 20th level, you can change any number of your Soul Alterations at the end of a long rest. Additionally, you can create a copy of your artifact. While another person is holding the copy of your artifact, you can cast spells as if you were in their space.
Artifact
Different explorers claim different artifacts from which they gain their powers. You can choose from a number of artifacts including: The Inferno Ring, The Exalted Blade, The Tyrant's Crown, The Tri-bone Amulet, The Astral Bow and The Abberant Eye.
The Inferno Ring
Infernal Magic
Starting at 1st level, you gain access to The Inferno Ring. You an use this ring to cast spells as noted in the item description below. When casting a spell this way, all non-physical damage types become fire, unless the spell lists two damage types, and the spell's appearance changes as noted in the spell list. Some spells allow you to choose between options, these options are picked for you as noted next to the spell.
For example, Cone of cold will deal fire damage instead of cold damage. Fire shield allows you to pick between a warm and a cold shield, when cast this way you can only pick the warm shield.
Additionally, you also bypass a creature's fire resistance.
The Inferno Ring
Ring, artifact
Magic: While wearing The Inferno Ring you can expend charges to cast the following spells
0th- Control Flames, Create Bonfire, Firebolt
1st- Burning Hands, Hellish Rebuke, Faerie Fire, Fog cloud (Smoke instead of fog)
2nd- Aganazzar's Scorcher, Flaming Sphere, Dragon's Breath (fire), Pyrotechnics, Heat Metal
3rd- Daylight, Fireball, Gaseous form (Smoke), Melf's Minute Meteors
4th- Conjure minor elemental (Fire), Elemental Bane (Fire), Fire Shield (Warm), Wall of Fire
5th- Conjure Elemental (fire), Flame Strike, Immolation, Cone of Cold (Fire instead of cold)
Fire Adept
Staring at 6th level, you can ignore a creature's fire immunity. If a creature has fire absorption, your spell deals necrotic damage instead.
Additionally, you gain resistance to fire damage.
Punishing Flame
Starting at 10th level, you can reroll damage dice from fire spells cast from your ring. You can reroll a number of dice equal to your intelligence modifier (minimum 1).
Controlled Burn
Starting at 13th level, when you cast a spell that affects other creatures, you can choose any number of creatures within the spell's range, these creatures automatically succeed the saving throw against the spell.
Additionally, you can spend 7 charges to cast firestorm from your artifact. Once you use this feature you can't use it again until you finish a long rest.
Fire Mastery
Starting at 17th level, you gain immunity to fire damage.
The Exalted Blade
Holy Warrior
Starting at 1st level, you gain access to The Exalted Blade. You can use this blade to cast spells listed in the item's description. When you cast spells this way, the appearance of these spells change as noted next to the spell in the spell list.
Additionally, you are considered proficient with The Exalted Blade and you can use your intelligence modifier, instead of strength, for the attack and damage rolls made with this weapon.
The Exalted Blade
Weapon (longsword), artifact
Magic: While wielding The Exalted Blade you can expend charges to cast the following spells
0th- Booming Blade, Green-Flame Blade, Sword Burst
1st- Ensnaring Strike, Healing Word, Shield, Zephyr Strike
2nd- Branding Smite, Find Steed, Misty Step, Spike Growth (Caltrops), Warding Bond
3rd- Aura of Vitality, Blinding Smite, Haste, Spirit Guardians
4th- Find Greater Steed, Guardian of Faith, Staggering Smite, Stoneskin
5th- Banishing Smite, Hallow, Holy Weapon, Steel Wind Strike
6th- Blade Barrier, Heal, Investiture of Stone, Sunbeam
7th- Mordenkainen’s Sword, Regenerate
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Radiant Light
Starting at 10th level, as an action you can start producing holy light from your body. Any creature within 10ft of you has disadvantage on attack rolls against you. This ability lasts for a number of round equal to your intelligence modifier (minimum 1).
Once you use this feature you can't use it again until you finish a long rest.
Holy Force
Starting at 13th level, whenever you hit a creature with a melee weapon attack, you can expend one charge to deal an additional 1d8 radiant damage. You can expend additional charges to increase the damage by 1d8 for each charge spent up to a maximum of 6 charges.
Rejuvenating Light
Starting at 17th level, when you use your Radiant Light feature, you can designate any number of creatures within 30 feet. When each creature regains hit points from a spell you cast, they regain additional hit points equal to your Intelligence modifier.
The Tyrant's Crown
The Tyrant's Crown
Wondrous Item, artifact
Magic: While wearing The Tyrant's Crown you can expend charges to cast the following spells
0th- Friends, Toll the Dead, Vicious Mockery
1st- Cause Fear, Command, Inflict Wounds, Tasha's Hideous Laughter
2nd- Crown of Madness, Hold Person, Mind Spike, Ray of Enfeeblement, Suggestion
3rd- Animate Dead, Bestow Curse, Enemies Abound, Vampiric Touch
4th- Blight, Compulsion, Confusion, Phantasmal Killer, Shadow of Moil
5th- Contagion, Danse Macabre, Dominate Person, Geas
6th- Circle of Death, Create Undead, Mass Suggestion
Unholy Rule
Starting at 1st level, you gain access to The Tyrant's Crown. While wearing this crown you can cast spells listed in the item's description. When you cast spells this way, the appearance of these spells changes as noted next to the spell.
Additionally, while wearing this crown you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.
Undead Mastery
Starting at 6th level, when you create an undead using a necromancy spell, it has the following benefits:
- The creature gains a number of temporary hit points equal to your intelligence modifier.
- The creature deal additional necrotic damage equal to your proficiency bonus.
Herd Mentality
Starting at 10th level, when a creature you can see is under the affect of an enchantment spell you cast on them, as a bonus action you can spend a number of charges equal to the spell's level to spread the effect to any creature within 10 feet of the original target of the spell, forcing them to make a save as if they were targeted by the spell. The new target makes the save with disadvantage.
Once you use this feature you can't use it again until you finish a long rest.
Long Live The King
Starting at 13th level, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Absolute Power
Starting at 17th level, as an action you can spend 9 charges to cast Psychic Scream.
Once you use this feature you can't use it again until you finish a long rest.
The Tri-bone Amulet
Unnatural Bond
Starting at 1st level, you gain access to The Tri-bone Amulet. While wearing this amulet you can cast spells listed in the item's description.
Additionally, you gain a Chimera Familiar as an ally. See this creature's game statistics in the Chimera Familiar's stat block. In combat, your Chimera Familiar shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. While your Chimera Familiar is within 60ft of you, you can spend 1 charge as an action to heal them by 2d6.
If your familiar has died, you can expend 1 charge to return it to life after 1 minute with all of its hit points.
The Tri-bone Amulet
Wonderous item, artifact
Magic: While wearing the Tri-bone Amulet you can expend charges to cast the following spells
0th- Acid Splash, Mage Hand, Poison Spray
1st- Chromatic Orb, Disguise Self, Shield of Faith, Thunderwave
2nd- Alter Self, Enhance Ability, Enlarge/Reduce, Maximilian's Earthen Grasp, Melf's Acid Arrow
3rd- Erupting Earth, Fly, Hunger of Hadar, Water Breathing
4th- Elemental Bane, Giant Insect, Polymorph, Mage Hand, Vitriolic Sphere
5th- Animate Objects, Awaken, Insect Plague, Reincarnate
6th- Bones of the Earth, Create Homunculus, Disintegrate, Tenser's Transformation
Magical Nature
Starting at 6th level, your Chimera Familiar's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Excess Energy
Starting at 10th level, when you or your Chimera Familiar expends a charge, you can choose one of you to gain 1d4 temporary hit points for each charge spent.
You can use this ability a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Adaption
Starting at 13th level, as an action you can spend 3 charges to temporarily grant your Chimera Familiar the benefit of one Soul Alteration that targets them. This benefit lasts for 1 minute. You can not choose an alteration that you already have.
Synchronous Shift
Starting at 17th level, you can pick two Soul Alterations that effect your Chimera Familiar. You gain the benefits of both of these alterations with the following changes.
- Any effect that references your Chimera Familiar applies to you instead.
- You use any abilities granted by this feature as an action instead of a bonus action.
You can change these alterations following the same rules as other alterations.
Chimera Familiar
Medium, Neutral
- Armor Class 13
- Hit Points equal the beast’s Constitution modifier + your Intelligence modifier + five times your explorer level
- Speed 30 ft.
STR DEX CON INT WIS CHA 14(+2) 14(+2) 15(+2) 8(-1) 14(+2) 11(+1)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: the chimera’s skill and saving throw bonuses and the bonuses to hit and damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
The Astral Bow
Magical Archery
Starting at 1st level, you gain access to The Astral Bow. While wielding this bow you can cast spells listed in the item's description.
Additionally, you are considered proficient with The Astral Bow and you can use your intelligence modifier, instead of strength or dexterity, for the attack and damage rolls made with this weapon.
The Astral Bow
Weapon (Longbow), artifact
Magic: While wielding The Astral Bow you can expend charges to cast the following spells
0th- Firebolt, Light, Ray of Frost
1st- Burning Hands, Entangle, Ice Knife, Ray of Sickness
2nd- Cordon of Arrows, Melf's Acid Arrow, Misty Step, Pace Without Trace, Shatter
3rd- Conjure Barrage, Lightning Bolt, Thunder Step, Wind Wall
4th- Conjure Woodland Beings, Dimension Door, Grasping Vine, Ice Storm
5th- Cone of Cold, Conjure Volley, Far Step, Swift Quiver
6th- Chain Lightning, Investiture of Wind, Wall of Thorns
Spell Storing Arrow
Starting at 6th level, when you cast an instantaneous spell, you can choose to make a ranged weapon attack. On hit you deal your weapon's damage and then the spell's effect resolves starting from the creature.
Evasion
Starting at 10th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Untouchable
Starting at 13th level, once per turn when you attack or cast a spell, you can use your reaction to teleport 10 ft in any direction before you attack.
Prismatic Arrow
Starting at 17th level, as an action you can spend 7 charges to cast Prismatic Spray.
Once you use this feature you can't use it again until you finish a long rest.
The Aberrant Eye
Abnormal Magic
Starting at 1st level, you gain access to The Abberant Eye. While wielding this staff you can cast spells listed in the item's description. When you cast spells this way, the appearance of these spells changes as noted next to the spell.
Twisted Barrage
Starting at 1st level, you can expend 1 charge as an action to create three shards of magical force. Each shard targets a creature of your choice that you can see within 120ft. Make a ranged spell attack for each shard, on hit the shard deals 1d8 force damage. You can apply invocations to this ability as if it were a spell of 1st level. You can expend additional charges to create 1 additional shard for each charge you spend.
Deviated Power
Starting at 6th level, when you cast your twisted barrage you can choose one of the following effects:
-
If each shard targets a different creature, you can add your Intelligence modifier to each damage roll.
-
If each shard targets the same creature, you can reroll any number of damage dice.
The Aberrant Eye
Staff, artifact
Magic: While wielding The Aberrant Eye you can expend charges to cast the following spells
0th- Eldritch Blast, Minor Illusion, Guidance
1st- Color Spray, Disguise Self, Silent Image, Sleep
2nd- Darkness, Detect Thoughts, Blur, Invisibility, See Invisibility
3rd- Clairvoyance, Hypnotic Pattern, Major Image, Summon Lesser Demons
4th- Arcane Eye, Greater Invisibility, Hallucinatory Terrain, Summon Greater Demons
5th- Conjure Shadow Demon, Creation, Seeming, Scrying
6th- Find the Path, Programmed Illusion, True Seeing
Warped Illusions
Starting at 10th level, when a creatures uses their action to make an investigation check against an illusion you created, you can use your reaction to twist the illusion to represent the creature's deepest fears. The creature must make a wisdom saving throw or become frightened of the illusion.
You can use this ability a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Incandescent Eye
Starting at 13th level, as an action you can expend 5 charges to fire a ray in a line 60ft long and 5 feet wide. Roll a d8 on the table below to determine the ray's effect.
d8 | Loot |
---|---|
1 | Charm Ray: The targeted creatures must succeed on a Wisdom saving throw or be charmed for 1 hour, or until you harm the creature. |
2 | Paralyzing Ray: The targeted creatures must make a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
3 | Fear Ray: The targeted creatures must make a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
4 | Slowing Ray: The targeted creatures must make a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
5 | Sleep Ray: The targeted creatures must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. |
6 | Disintegration Ray: The targeted creatures must make a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. |
7 | Petrification Ray: The targeted creatures must make a Constitution saving throw or have its speed reduced by half. The creatures repeat this save at the end of each of their turns, ending on a success. If a creature fails three times they are petrified. |
8 | Healing Ray: Each target regains 6d6 hit points. |
Draconic Anomaly
Starting at 17th level, you can expend 8 charges to cast Illusory Dragon.
Once you use this feature you can't use it again until you finish a long rest.
Soul Alterations
If a soul alteration has prerequisites, you must meet them to learn it. You can learn the alteration at the same time that you meet its prerequisites.
Ancient Knowledge
Ancient Savant
Artifice Body
Blade of Fire
You can add Green-Flame Blade to your spell list.
Expand Spell
Prerequisites: 3rd level
When you cast a spell that targets a creature, you can expend charges equal to the spell's level to change the radius to a 30ft sphere.
Expert Diver
Expert Spelunker
Internal Compass
Lost Technique
Martial Training
Nature born
You can cast Animal Messenger at will, without expending charges or material components.
Refocus
Split Spell
Whenever you cast a spell that targets only one creature, you can spend 1 charge to target a second creature and split the damage between them.
Steady
Prerequisites: Level 9
Stretch
Void Step
Warding Protection
Will-o'-Wisp
Conflagration
Prerequisites: 15th level, The Inferno Ring
Fiery Avatar
Prerequisites: Level 11, The Inferno Ring
Fire Summoner
Prerequisites: 7th level, The Inferno Ring
Firestorm
Prerequisites: Ring of Inferno
0th- Lightning Lure
Know Thy Enemy
Prerequisites: The Tyrant's Crown
- The creature's current hit points
- The creature's armor class
- One resistance or vulnerability the creature has
Mental Court
Prerequisites: 11th level, The Tyrant's Crown
Rule by Fear
Prerequisites: The Tyrant's Crown
The Mad King of Darkness
Prerequisites: 15th level, The Tyrant's Crown
Blinding Light
Prerequisites: 15th level, The Exalted Blade
Divine Protection
Prerequisites: The Exalted Blade
Empowered Blade
Prerequisites: The Exalted Blade
Holy Blade
Prerequisites: The Exalted Blade
This bonus increases to +2 when you reach 10th level in this class.
Twin Blades
Prerequisites: The Exalted Blade
You can split your artifact into two long swords. You are able to use both blades for two weapon fighting.
Behir Head
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a behir head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use lightning breath. You can expend additional charges to increase the damage by 1d6 for each charge spent.
Lightning Breath. The chimera familiar exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking (1d6) lightning damage on a failed save, or half as much damage on a successful one.
Cheetah Legs
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a pair of cheetah legs. Your Chimera Familiar gains flyby.
Crab Claws
Prerequisites: The Tri-bone Amulet
Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d6 + 2) bludgeoning damage. The target is grappled (escape DC 13) The Chimera Familiar has two claws, each of which can grapple only one target
Dragon Head
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a dragon head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use fire breath. You can expend additional charges to increase the damage by 1d6 for each charge spent.
Fire Breath. The chimera familiar exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking (1d6) fire damage on a failed save, or half as much damage on a successful one.
Gecko Feet
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a pair of monkey paws. These paws grant your Chimera Familiar a climbing speed of 30ft.
Griffon Wings
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a pair of griffon wings. These wings grant your Chimera Familiar a flying speed of 30ft.
Kamadan Head
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a kamadan head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 3 charge and command your chimera to use sleep breath.
Sleep Breath. The chimera familiar exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your spell save DC or fall unconscious for 1 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it
Manticore Tail
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a manticore tail. As a bonus action, you can expend 1 charge and command your chimera to use tail spike. You can expend additional charges to increase the damage by 1d6 for each charge spent.
Tail Spike. Ranged Weapon Attack: +4 to hit, range 100/200 ft., one target. Hit: (1d6 + 2) piercing damage.
Ram Head
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a Ram head in place of its old head. If it has more than one head, this head replaces one of them. This head grants a new ability.
Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Shark Fins
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a pair of shark fins. These fins grant your Chimera Familiar a swimming speed of 30ft.
Shifting Mastery
Prerequisites: Level 15, The Tri-bone Amulet
Snake Tail
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a snake for a tail. As a bonus action, you can expend 1 charge and command your chimera to use poison spit. You can expend additional charges to increase the damage by 1d6 for each charge spent.
Poison Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: (2d6) poison damage. The target must make a Constitution saving throw against your spell save DC, or become poisoned.
Spider Abdomen
Prerequisites:The Tri-bone Amulet
Your Chimera Familiar gains a spider abdomen. As a bonus action, you can expend 1 charge and command your chimera to use web. You can expend additional charges to target one additional creature for each charge spent.
Web. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Stallion
Prerequisites: Level 6, The Tri-bone Amulet
Your Chimera Familiar becomes Large.
Thick Hide
Prerequisites: The Tri-bone Amulet
Your Chimera Familiar gains a thick hide of fur. Your Chimer Familiar gains a +3 bonus to its natural armor.
This bonus increases to +4 at level 10.
Unicorn Head
Prerequisites: Level 6, The Tri-bone Amulet
Your Chimera Familiar gains a Unicorn head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use teleport.
Teleport. The Chimera Familiar magically teleports itself any space it can see within 60ft.
Arcane Archery Initiate
Prerequisites: The Astral Bow
You can choose two arcane shot options from the fighter's arcane archer subclass. You can expend 1 charge to cast an arcane shot.
Astral Crown
Prerequisites: 13th level, The Astral Bow
You can expend 7 charges to cast Crown of Stars. Once you use this feature you can't use it again until you finish a long rest.
Magical Armaments
Prerequisites: The Astral Bow
You gain a +1 to attack and damage rolls made with The Astral Bow. This bonus increases to +2 when you reach 10th level in this class.
Quick Draw
Prerequisites: 6th level, The Astral Bow
You can attack twice, instead of once, whenever you take the attack action on your turn with the Astral Bow.
Disarming Barrage
Prerequisites: The Aberrant Eye
When you hit a creature with your Twisted Barrage, the creature has disadvantage on their next attack roll made before the end of your next turn.
Distant Barrage
Prerequisites: The Aberrant Eye
The range of your Twisted Barrage increases to 300ft.
Freezing Barrage
Prerequisites: The Aberrant Eye
When you hit a creature with your Twisted Barrage, you can reduce their speed by half until the start of your next turn.
Forceful Barrage
Prerequisites: The Aberrant Eye
When you hit a creature with your Twisted Barrage, you can push the creature up to 10 ft away in a straight line.
Improved Barrage
Prerequisites: The Aberrant Eye
You can a +1 to attack rolls made with Twisted Barrage.
This bonus increases to +2 when you reach 10th level in this class.
Staggering Barrage
Prerequisites: The Aberrant Eye
When you hit a creature with your Twisted Barrage, you gain advantage on the next attack roll made against the creature before the end of your turn.
You can only gain this benefit once per turn.
Unrelenting Barrage
Prerequisites: The Aberrant Eye
Creatures you target with your Twisted Barrage gains no benefit from half or 3/4 cover.
Weird Magic
Prerequisites: The Aberrant Eye, 17th level
You can expend 9 charges to cast Weird.
Once you use this feature you can't use it again until you finish a long rest.
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