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### Monstrous Familiar At 2nd level, you learn the Find Familiar spell.
It doesn't count as one of your spells known.
Whenever you cast Find Familiar, it's creature type is a Monstrosity, & it's challenge rating is equal to your proficiency bonus.
#### Essence Extraction •At 2nd level, after you or your party slay a creature with a challenge rating equal to up to your Wizard level, you may spend a short rest to perform a form of blood magic.
The end result being the creation of an Essence Vial.
•When you cast Find Familiar you may do so, as an action without expending a spell slot or material components, by spending a number of Essence Vials equal to up to your proficiency bonus.
• For each Essence Vial spent, in addition to it's normal statblock it gains one Chimeric Quality for which you meet the prerequisite Wizard level.
• Unspent Essence Vials expire when you start your long rest, & over a long rest you replicate a number of previously held Essence Vials equal to your proficiency bonus. #### Chimeric Arts • At 6th level, when you cast Find Familiar using Essence Vials, your familiar becomes Medium sized.
• Should you give your familiar a Chimeric Quality that grants it the attack action, you must use your bonus action to command it to take the attack action.
• Additionally, when your Chimera makes a saving throw, it adds your Intelligence modifier to the roll made. #### Researcher's Rebuff • At 10th level, when you perform Scavenger's Insight, you learn one of the creature's resistances,immunities, or vulnerabilities.
• Should it be resistant or immune to a damage type, you may become resistant to said damage type.
• You keep the resistance until you choose another resistance to gain through this feature.
•Additionally, your chimera gains an additional number of d12 hitdie equal to your Wizard level,but you may no longer choose Emboldened Chimera as a Chimeric Quality.
#### Perfected Chimera • At 14th level, when you cast Find Familiar using Essence Vials, your familiar becomes Large sized, & it's strength score becomes 16.
\pagebreak ## Chimeric Qualities ### Wizard Levels 2-5 •
Emboldened Chimera
The chimera gains a number of d8 hitdie equal to your ranger level.
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Spider Climb
The chimera can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Variable Trait
The chimera gains one trait or ability score of another beast you could summon, as detailed in the spell Find Familiar
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Powerful Build
The chimera counts as one size larger when determining carrying capacity and the weight you can push, drag, or lift. ### Wizard Levels 6-10 •
Natural Armor
the chimera's unarmored armor class becomes 16.
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Amorphous
The chimera can move through a space as narrow as 1 inch wide without squeezing.
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Bite
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 3) piercing damage, and the target must succeed on a Constitution saving throw against your spell save, or be poisoned. At the end of each of it's turn the target may make another Constitution saving throw to end the condition.
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Acidic Breath(Recharge 5-6)
The chimera takes the attack action, to exhale a 15ft cone of acid. Creatures in the area must succeed a Dexterity saving throw against your spell attack modifier to halve 3d8 acid damage ### Wizard Levels 10-13
•Nonmagical Resistance
The chimera gains resistance to nonmagical bludgeoning,piercing, & slashing damage.
•Change Shape
As an action, the Chimera can magically polymorph into a Small or Medium humanoid,or back into it's true form. Other than it's size, it's statistics are the same in each form.
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Tunneler
The chimera grows piercing appendages, & can burrow through solid rock at a speed of half it's movement and leaves a 5-foot-diameter tunnel in it's wake.
•Constrict
Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it must succeed a Strength check against your spell save, or be grappled.
### Wizard Levels 14-20 •
Bile Splash
When the chimera takes damage of any type but psychic, each creature within 5 feet of the chimera takes 3d8 acidic damage.
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Regeneration
The chimera regains 10 hit points at the start of it's turn if it has at least 1 hit point.
If the Chimera takes acid or fire damage, this trait doesn't function at the start of it's next turn.
•Intoxicating Touch(Recharge 5-6)
Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 round. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
•Breath Weapon (Recharge 5–6)
The chimera takes the attack action to exhale an acidic blast in a 30-foot cone. Each creature in that area must succeed a Dexterity saving throw against your spell save to halve 8d8 acid damage.