Chimera

by Lord Renning

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Chimera Player Class

Overview on Creating

Whether you're a mad wizard's magical experiment, and anomaly from the abyss, or the result of a Warlock ritual, you're a shapeshifting humanoid chimera now! If two heads are better than one, then you've got a lot to bring to any adventuring party, including fire breath, a lion's intimidating roar, or the goat headed charge to knock. Them. Down!

1st Level

Chimeric Transformation

You can shapeshift your arms into the heads and tails of various creatures, allowing you to bite with the head of a lion, ram with the horns of a goat, slash with the claws or a harpy, or whip with the tail of a dragon.

You gain the following Natural Weapons:

  • Bite Attack Melee, 5ft (2d6+Str)
  • Horns Melee, 5ft (1d12+Str)
  • Claws Melee, 5ft, Light Property (1d6+Str)
  • Tail Melee, 10ft (1d10+Str)

3x3 Eyes

You have the eyes or predators and prey, granting you sharp focused vision in the night, and an all around sense of your surroundings.

  • You have Darkvision up to 60ft
  • You are skilled in Perception, and add double your proficiency bonus to Wisdom (Perception) checks. You do not double this if you already have a trait that double your proficiency with this skill, such as expertise.

Natural Armor

Your AC equals 10+Your Dexterity Modifier+Your Constitution Modifier

Keen Smell

Your lion aspect grants you a keen sense of smell. You have advantage of Wisdom (Perception) checks that rely on smell.

2nd Level

Sure Footed

Your Goated nature gives you uncanny balance and ability to climb, even up sheer walls.

  • You have a climbing speed equal to your walking speed.
  • You have Advantage on ability checks and saving throws that would push you or knock you prone.

Ram's Ram

If you move at least 20 feet in a straight line before attacking with your goat horns, you deal an additional 1d12 bludgeoning damage, and the target must succeed in a strength saving throw (DC=8+PB+Con Mod) or be knocked prone or pushed 10 feet back.

3rd Level

Draconic Wings

You can release the wings of a dragon from your back, granting you a flying speed of 30 feet.

Fire Breath

You've learned to unleash the fiery breath within all chimeras.

Your Dragon Head exhales fire in a 15-foot cone. All creatures within the cone must make a Dexterity Saving Throw (DC 8+PB+Con Modifier) and take 3d8 Fire damage, of half as much damage on a success. Whenever your proficiency bonus increases, the damage of this attack increases by 1d8.


4th Level Ability Score Increase

Take an ASI or feat.

5th Level

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.

6th Level

Magical Attacks

Your natural and unarmed attacks count as magical attacks.

Petrification Proof

The rare assortment of creatures within you mixes to grant you immunity to petrification.

7th Level

Greater Draconic Flight

You now have a flying speed of 60 feet, or 30+Your Walking speed, whichever is higher.

8th Ability Score Increase

Take an ASI or feat.

9th Level

Pack Tactics

After enough time spent learning how to work work with your multiple heads and aspects, you've begun to extend that coordination to your allies as well - at least on the battlefield.

You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

10th Level

Terrifying Roar

Instead of exhaling fire, you can replace one of your attacks with a bone chilling roar from your Lion head. Creatures of your choice within 15 feet of you must make a Wisdom saving throw, or be frightened This consumes your dragon breath attack.

11th Level

Extra Attack 2

At 11th level, you can attack three times whenever you take the Attack action on your turn.

12 Level Ability Score Increase

Take an ASI or feat.

13th Level

Constrict

When you make an attack with your tail and hit, the target is automatically grappled. A creature grappled with way is also automatically restrained.

14th Level

Frightful Presence

When you roll initiative, each creature of your choice within 60 feet that is aware of you must make a Wisdom saving throw (DC 8+PB+Con Modifier) or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence for the next 24 hours.

15th Level

Magic Resistance

You've been so suffused with the magics that created you, and the growing magic of the beasts within, that you have a degree of protection from hostile magic. You have advantage on saving throws from spells and other magical effects.

16th Level Ability Score Improvement

Take an ASI or feat.

17th Level

Legendary Resistance 1/Day

You've ascended into the greatest level of monstrous powers, and can focus your spirit to shrug off the brunt of effects with sheer force of will. Once per day, if you fails a saving throw, it can choose to succeed instead. You regain this ability on a long rest.

18th Level

Extra Attack 3

At 18th level, you can attack four times whenever you take the Attack action on your turn.

19th Level Ability Score Improvement

Take an ASI or feat.

20th Level

Legendary Resistance 2/Day

You can now use your Legendary Resistance twice per day.

Ready. Set. Go!

Part 2 |
 

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