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# Circle of the Chimera v.4 ### Chimeric Power The rites of your circle grant you the ability to transform into more dangerous combinations of animals, taking the best parts of each into your own. Starting at 2nd level, you lose the ability to Wild Shape but instead have the ability to Chimera Shape. You have two charges, that recharge when you finish a short or long rest. The Chimera Shape ability functions similarly to the Wild Shape which it replaces, but with the following changes: ##### Chimera Form Attacks - Bite Attack: Will use Base Form's Strength plus Druid's Proficiency mod. Base Form's Strength Mod is added to Damage - Claw/Talon Attack: Will use Base Form's Dexterity or Strength mod plus Druid's Proficiency mod. Base Form's strength or Dexterity Mod is added to damage. - Beak Attack: Will use Base Form's Dexterity mod plus Druid's Proficiency mod. Base Form's Dexterity Mod is added to damage. ##### Base Form A Chimera Druid has a limited number of base forms equal to their wisdom modifier. A baseform can only be chosen from the Beast type creatures with a CR of no higher than 1. Additionally, you still view the move speed restrictions normally used on wild shapes. You can change base forms on a Level up. ##### Monster Parts A Chimera Druid is capable of augmenting their base forms with powers and abilities from stronger creatures of the Dragon, Beast, and Monstrosity types. These parts can be gained from any Dragon, Beast, or Monstrosity for which the CR of the source is equal to 1/2 of your druid level. You can apply a number of parts to a base form equal to 3 plus your Wisdom mod at level 2, which increases to 6 plus Wisdom Mod at level 6, 8 plus Wisdom mod at level 10, 10 plus wisdom mod at 15th, and it becomes unlimited at level 20. You cannot take anything that would grant an innate spell casting feature. Parts do not affect your Normal Form. \columnbreak ###### Part Save DC Some parts will have a saving throw attached to them, the saving throw is equal to your Druid Spell Save DC > **Image Credit** > > *Card: Giant Chimera, Evolved* > > Cygames, Shadowverse
\pagebreak ### Chimeric Savagery Starting at 6th level, your attacks in chimera form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage since you are considered a magical creature. ### Symbiotic Head At 10th level, you gain wings and an extra head to aid (or annoy) you in battle. You gain yet another head at 14th level. In the case of multiple heads granting wings, you take the larger of the two flight speeds. You also gain the sense of each head, and, while in your Chimera form, you can cast spells they would innately have using your Druid Spellcasting Feature. ##### Head Situation The extra heads gained from this feature, do not show up in your normal form, however, their thoughts, remain with your normal form. Additionally, these heads appear on all base forms. A Head can be from a nonhumanoid Dragon, Beast, or Monstrosity of a creature that has a CR equal to your druid level. Heads can be changed out on a level up. ### Symbiotic Mastery Starting at 14th level, you have mastered having more than one mind and are able reap the benefits for having your symbiotic companions. You gain the following benefits: **Multiple Heads.** You have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. **Reactive Heads.** You gain 2 extra reactions that can be used only for opportunity attacks. **Wakeful.** While you sleep, at least one of its heads is awake. > **Image Credit** > > *Card: Eldritch Chimera, Evolved* > > Cygames, Shadowverse