Chimera

by Idea

Search GM Binder Visit User Profile
Chimera

Chimera

Prowling through the jungle, the part-lizardfolk makes expert use of their jaws as they chase their prey and hide from their zealous pursuers.
A wail is heard throughout a laboratory as a dragonborn witnesses the result of their failed attempt at recovering their draconic ancestry, instead twisting their own body in unspeakable ways.
An unusual elf dazzles through the crowd who cannot so much as begin to fathom all the decades spent selecting and magically infusing into herself the essence of so many beings.
Whatever their origins or their purpose, chimeras make use of their unique and powerful adapted bodies to give them the edge in battle and achieving their own goals.

Powerful By Form

Some seek power from sources outside oneself. Some believe their own body is enough, and work to improve their skills and spirit to draw out the best from an otherwise mediocre body in the grand scheme of things. But no adventurer can deny how much more powerful some beings out there are, not by training or magic, but simply by nature of their own being. Though many chimeras did not wish for the fate of being one, their power comes from tapping into the world of a monstrous form.
Chimeras steadily and continually evolve their bodies to grow new abilities and strengthen their existing potential. They alter their innate traits and abilities, developing new features in their boides, be they natural weapons, protection, or even innate magic or anti-magic. Though perhaps there is danger in such an unstable body, a proper chimera can power through many of the trials they face.

Not the Monsters They Seem To Be

Chimeras are, despite how they might appear, neither animals nor necessarily brutes. There are many paths to producing a chimera's body though the stigma and danger dissuade most, and lead many to shun them when they occur naturally. If allowed to coexist, however, a chimera can be like any other being, though it is wasteful to let their natural abilities go unused. Thus, Chimeras generally develop their way of fighting and approaching problems by relying on their unique bodies, for good or for ill.

You must have a strength or constitution score 13 of greater to multiclass in or out of this class.

The Chimera
Level Proficiency Bonus Monstrous Traits Features
1st +2 1 Unarmored Defense, Monstrous Alteration, Unnatural Weapon
2nd +2 1 Mutagenic Purpose
3rd +2 2 Mutagenic Purpose Feature
4th +2 2 Ability Score Improvement
5th +3 3 Unnatural Weapon Improvement
6th +3 3 Regeneration
7th +3 3 Bizarre Coating, Mutagenic Purpose Feature
8th +3 4 Ability Score Improvement
9th +4 4 Defiant Roar
10th +4 4 Willful Evolution
11th +4 5 Abnormality
12th +4 5 Ability Score Improvement
13th +5 5 Mutagenic Purpose Feature
14th +5 5 Ability Score Improvement, Beyond the Peak
15th +5 6 Willful Evolution Improvement
16th +5 6 Ability Score Improvement
17th +6 6 Monstrous Instinct
18th +6 7 Lasting Body
19th +6 7 Ability Score Improvement
20th +6 7 New Paradigm

Class Features

As a Chimera, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Chimera level
  • Hit Points at 1st Level: 10+ your Constitution Modifier
  • Hit Points at Higher Levels: d10 (or 6) + your Constitution modifier per chimera level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Clubs, Handaxes, Spears, Darts, Slings, Natural Weapons
  • Tools: Herbalist Kit or 1 artisan's tools of your choice.

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Acrobatics, Nature, Animal Handling, Perception, Survival or Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One Simple Weapon or (b) Two Daggers
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 9 + your Dexterity modifier + your Strength modifier.

Monstrous Alterations

The strength of the Chimera comes from the monstrous traits on their bodies. These alterations take up a part of your body, and are not compatible with other alterations on the same part of your body. If you are wearing armor over the body part corresponding to the slot, then you cannot use the corresponding monstrous alteration's feature.

At 1st level, you may choose 1 monstrous alteration to gain from the monstrous alteration list, and it must fit your body slot. You gain additional alterations on levels 3, 5, 8, 11, 15 and 18. Whenever you gain a level in this class, you may replace one of your monstrous alterations with another one you have slots for.

Saves

Although Chimeras are not casters, monstrous alterations and other features may at times allow them to cast spells or call on other saves.

Spellsave DC= 8+Proficiency Bonus+Constitution Modifer

Spell Attack Modifer= Proficiency Bonus+Constitution Modifer

Unnatural Weapon

Your body developed weapons of its own, and your instincts can help you excel at their use. Choose one of the weapons from the list below. Attacking with this weapon replaces your normal unarmed strike, but attacking with one of these weapons is not considered an unarmed strike.
On 5th level, you may roll a second die of the appropriate type for damage rolls using your chosen weapon.

Greatclaws

melee weapon (natural, claws)
Slots: Two Hand Slots
Damage: 1d8
Damage Type: Slashing
Properties: Versatile (1d10)

Stinger

melee weapon (natural, tail)
Slots: One Lower Back Slot
Damage: 1d4
Damage Type: Piercing
Properties: Finesse, Reach, Special
Effect: When you successfully hit an enemy with this weapon, they must make a constitution saving throw against your Chimera spell save DC. If they fail, they take 1d8 poison damage.

Spitter

melee weapon (natural, tail)
Slots: One Lower Back Slot
Damage: 1d8
Damage Type: (When you pick this option, choose acid, fire, piercing or bludgeoning damage)
Properties: Reach (60/20)

Jaws

melee weapon (natural, teeth)
Slots: One Head Slot
Damage: 1d8
Damage Type: Piercing

Horns

melee weapon (natural, horns)
Slots: One Head Slot
Damage: 1d6
Damage Type: Bludgeoning
Properties: Special
Effect: When you successfully hit an enemy with this weapon, you can move them up to 5 feet in the direction you are facing.

Mutagenic Purpose

You are a unique being in this world, and naturally there is a reason why you are this way. At 2nd level, your origins begin to manifest particular traits in your body. You gain new features at 3rd, 7th and 13th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Regeneration

Most bodies are not made to handle the changes yours has undergone. To compensate, yours has developed a greater capacity for recovery. Starting from 6th level, you gain a number of d4s equal to half your Chimera level rounded down. At any point during combat, you may spend a bonus action and any number of d4s to recover that amount of hit points.
You regain 1 d4 during a short rest, and all spent d4s during a long rest.

Bizarre Coating

At 7th level, your body starts growing an opposition to or a deeper connection to magic, depending on how it has developed. Your natural weapons are now considered magical for the purpose of overcoming resistances. Furthermore, your body's unusual physiology makes other's attempts to alter your form more difficult, giving you advantage on saving throws against being transformed.

Defiant Roar

On 9th level, you learn to use your body's natural resistance to magic to dispell it via brute force. Once per short rest you may make a strength saving throw against the caster's spellsave DC. On a successful save, you take half damage from the spell. If you already would take half damage from that spell, you take no damage instead.

Willful Evolution

As you reach 10th level, you gain the ability to induce further changes on your existing monstrous alterations. As an action you can use your monstrous alteration's "evolved" feature. You can do this once for each of your monstrous feature's (never the same twice) and regain spent uses on a long rest. The evolved feature remains active until used, for a maximum of 1 minute without usage. If you have two monstrous alterations with the same name, they can and must evolve at the same time, each time you would evolve either.
On 15th level, you gain a second use of each monstrous alteration's evolution.

Abnormality

At level 11, your dissonance or resonance with magic grows even deeper, granting you a degree of passive protection from it. You have resistance against magic from spells which require a spell attack.

Beyond the Peak

You are a creature which transcends the bounds of your species. Starting from 14th level, you may choose one ability score: That ability score's new maximum is 22, and you may reach that score with ability score improvements, including the one from 14th level.

Monstrous Instinct

On 17th level, your attunement to your body increases, making you far more adept at wielding your natural weapons. You have advantage on attack rolls using natural weapons.

Lasting Body

On 18th level you no longer age and cannot be aged magically. You become resistant to poison and disease, and your evolved feature from the monstrous alteration in your body slot is always active (When a monstrous alteration is permanently active, effects which would require an action, bonus action or reaction, or another form of trigger, still require those. However any which would ordinarily have a duration are now passively permanently in effect).

New Paradigm

As you reach level 20, all of your evolved features from your monstrous alterations become permanently active.

Monstrous Alteration List

You have several slots you can fit your monstrous alterations into, each representing a particular body part or set of body parts, according to the following table:

Slot Number Body parts
Body 1 Overall Body, Skin
Head 2 Ears, Mouth, Horns, Hair
Eyes 2 Eyes, Nose
Chest 2 Front torso, Internal Organs
Upper Back 1 Wings, Extra Arms
Lower Back 1 Tails, Extra Arms, Extra Legs
Hands 2 Hands/Paws, Arms, Wings
Feet 2 Legs, Feet/Paws

Body Slots

Quadroped

Prerequisite: N/A
Slots: One Body Slot

Despite being humanoid, your body is structurally similar to a quadruped creature. When you take the dash action, you can triple your movement rather than double it, and are considered prone in regards to attack rolls made against you on turns in which you took the dash action.
Evolved: Your body becomes that of a true quadruped. For one hour, count as one size higher in terms of carrying capacity (always), and a medium or lower sized creature may ride your back. In such a situation, you continue to act independently, not as a controlled mount. When this evolution becomes permanently active, you may become a centaur creature (a torso split between a regular biped and a quadruped body) instead.

Spectral Being

Prerequisite: N/A
Slots: One Body Slot

Your body is a materialization of a spiritual being of some sort. Once per short rest, you may temporarily revert to an immaterial form to use one of the following effects:
*The next attack made against you this round has disadvantage to hit you. You can only use this effect before dice are rolled to hit.
*You can pass through one solid object or creature.
*Add +2 to your next attack roll. It is considered magical for purposes of overcoming resistance.
Evolved: You take the risk of walking in the shore between the material and immaterial, allowing you to more easily access your spectral abilities. For 1 minute, you may two of the effects above, or the same effect twice, without spending a use.

Armored Body

Prerequisite: N/A
Slots: One Body Slot

Your body is covered in scales or an exoskeleton. While wearing no armor and not wielding a shield, your AC equals 11+Your Dexterity Modifier+Your Strength Modifier.
Evolved: Your body's defenses grow even greater, both their thickness and size now being great enough to enhance even armor. You gain +2 AC for two turns.

Elemental Body

Prerequisite: N/A
Slots: One Body Slot

Your body is infused with or composed of a certain element. Choose one element. When you make a successful attack with a natural weapon, you may deal an additional 1d4 damage of your chosen element.
Evolved: You have resistance against your chosen element for 10 minutes.

Mystic Markings

Prerequisite: N/A
Slots: One Body Slot

Magical crystals are encrusted in your skin or it has some kind of magical symbols or markings. At will, you can have these glow, illuminating an area of up to 15 feet around you with bright light, and an additional 5 feet with dim light. You also take 2 less damage from spells.
Evolved: For 1 minute, you have advantage on saving throws against all magical effects.

Head Slots

Vampiric Fangs

Prerequisite: N/A
Slots: One Head Slot

You grow a pair of vampiric fangs, gaining a natural weapon which deals 1 piercing damage + 1d4 necrotic damage on hit.You regain a number of hit points equal to half the necrotic damage dealt, rounded up.
Evolved: The vampiric nature of the fangs grows stronger, imbuing them with a necrotic aura. They are now considered magical for purposes of overcoming resistance, and deal 1 piercing damage + 2d4 necrotic damage for 1 minute. In addition, you regain the full necrotic damage dealt in hit points.

Cursed Helmet

Prerequisite: N/A
Slots: Two Head Slots

Your entire head is replaced with a single helmet, emitting a spectral glow with within. You no longer need to nor can you eat or drink, and you can communicate telepathically with any willing creature within 60 feet of you, but are unable to communicate vocally. You are resistant to damage from non-magical critical hits.
Evolved: You emit a spectral howl, inflicting fear upon those who hear it. All foes within 20 feet of you must make a wisdom saving throw against your Chimera spell save DC or be frightened for 1 turn.

Living Hair

Prerequisite: N/A
Slots: One Head Slot

Your natural hair has been replaced by some manner of living creature or perhaps simply come to life on its own. Once per short rest, when another creature enters into a range of 5 feet of you, you may use your reaction to perform an attack against them. On a success you deal 1d6 piercing or bludgeoning damage, depending on the nature of your living hair.
Evolved: Your hair grows stronger and more extensive, allowing you to use a bonus action to attempt to grapple up to a number of creatures within 5 feet of you equal to your strength modifier. You yourself do fall prone as a result of this grapple.

Extended Ears

Prerequisite: N/A
Slots: One Head Slot

You have longer ears like those of an elf, or perhaps a pair of animal-like ears. Your improved sense of hearing makes you proficient with the perception skill (If you were already proficient, add an additonal 1d4 to your sound-based perception checks).
Evolved: Your ears improve in their hearing, becoming able to temporarily replace your sight entirely if need be. You gain blindsight for 1 minute.

Gills

Prerequisite: N/A
Slots: One Head Slot

You are able to breathe and communicate underwater as you would outside of that environment.
Evolved: For 1 hour, while underwater, you can now understand and communicate in any language spoken to or by someone in the same body of water you're in. You are also able to communicate telepathically with aquatic animals within 60 feet of you, although their intelligence may be limited.

Long Tongue

Prerequisite: N/A
Slots: One Head Slot

Your tongue, while still able to perfectly fit inside your mouth, can extend up to 15 feet. Once per short rest you may have your tongue reach up to 15 feet and grab one object to pull towards you. If the object is being held or otherwise there is resistance, make a strength skill check to determine whether you can pull the object, against the DC your GM finds appropriate.
Evolved: Your tongue can now extend even further and exert even more force. You can now reach up to 20 feet, and when you use your tongue as described above, you may instead choose to move one creature rather than an object.

Antennae

Prerequisite: N/A
Slots: One Head Slot

You grow two antennae on your forehead, making you more aware of your surroundings and alert. You may add +2 to initiative roll and you can't be surprised while you are conscious.
Evolved: Your antennae grow longer and more sensitive. As a bonus action, you may focus on your antennae to gain a 20 foot spherical radius tremorsense.

Eye Slots

Graveseer Eye

Prerequisite: 5th level
Slots: One Eye Slot

Your eyes are infused with a spectral glow, allowing you to see the spirits of the dead and whether someone is possessed via a faint aura that appears around them. If you have a second Graveseer Eye, you are also able tell if someone or something is transformed or under an illusion, but you cannot see through either.
Evolved: Your connection with your eye's spectral energy grows deeper, allowing you to do more than sense what they perceive. For 1 minute, your visions of the dead are more clear, allowing you to even see the spirit possessing someone and communicating with any spirit of the dead you can see. If you have a second Graveseer Eye, you are now also able to see through illusions and invisibility.

Thermal Eye

Prerequisite: N/A
Slots: One Eye Slot

Your eyes adopt traits similar to those of beings who can see through temperature rather than light, without sacrificing your normal sight, albeit this limits that additional sense to an extent. You do not have disadvantage on attacks nor do creatures get advantage on attacks against you, in lightly obscured or heavily obscured areas, unless those creatures are undead, constructs or non-fire elementals. If you have a second Thermal Eye, can always see as though you were in bright light.
Evolved: Much like an average eye would gather light and reflect it, yours can gather heat to use it as a weapon. As an action, you may concentrate the heat in your eyes towards a particular direction, sending a jet of flames in a straight line 5 feet wide and 30 feet long. Once you do, the excessive heat leaves you blind for 1 turn. Those caught by the line of flames must make a dexterity saving throw against your chimera spell save DC. On a failed save, they take 2d8 fire damage. If you have two thermal eyes, the range is now 10 feet wide and you deal one extra d8 worth of damage.

Eagle Eyes

Prerequisite: N/A
Slots: Two Eye Slots

You gain a pair of eagle-like eyes that allow you to see far away with much greater clarity. When you would roll a 1 on ranged attacks or sight-based perception checks, you may reroll it and keep the new result.
Evolved: Your sight improves even further. As a bonus action, you can hone your focus for 1 minute, during which you have advantage on sight-based perception checks as well as ranged attack rolls. If you roll a 1 in any of the dice rolled during this period, you may reroll that dice once and must keep the new result.

Enchanting Eyes

Prerequisite: 8th level
Slots: Two Eye Slots

You are imbued with a gaze capable casting the Command as a first level spell as an action, without spending a spell slot. The somatic components are replaced with looking into the creature's eyes. You may do this two times, and regain spent uses on a short rest.
Evolved: You may use that spell at will instead for 1 minute.

Basilisk Eye

Prerequisite: 5th level
Slots: One Eye Slot

One of your eyes is an imitation of a basiliks's, and capable of petrifying those who meet its gaze. As an action, you choose a creature if both you and that creature are in each other's line of sight. That creature makes a constitution saving throw against your chimera spell save DC. On a failed save, they become Restrained for 1 turn. If you have a second Basilisk Eye, they are restrained for 1 minute instead. You can use this feature once and regain spent uses on a short rest.
Evolved: The creature is now restrained for 1 minute instead on a failed save. If you have a second Basilisk Eye, they must also make an additional constitution saving throw, and if they fail that one as well they are petrified instead.

Monoeye

Prerequisite: N/A
Slots: Two Eye Slots

Instead of two, you have a singular large eye. You are imbued with the instinctive knowledge on forging from a cyclops. You are proficient with the smith's tools and during a long rest you may use them as you would with a forge even if you do not have access to one.
Evolved: The supernatural nature of your eye grants you a much greater degree of precision. For 1 minute, both your 19 and 20 rolls count as critical hits.

Feral Snout

Prerequisite: N/A
Slots: One Eye Slot

Your nose is animalistic in some way. Your improved sense of smell makes you proficient with the perception skill (If you were already proficient, add an additonal 1d4 to your smell-based perception checks).
Evolved: Your sense of smell is improved even further, becoming able to temporarily replace your sight entirely if need be. You gain blindsight for 1 minute.

Chest Slots

Iron Stomach

Prerequisite: N/A
Slots: One Chest Slot

You can add twice your proficiency bonus to your constitution saving throws.
Evolved: Your stomach grows supernaturally resilient. For 10 minutes, you have advantage on saves from effects from anything you ingest. In addition, you can regulate your stomach acid, allowing you to store up to 1/2 cubic foot or 15 pounds of gear within your stomach. If you eat while they are in your stomach, the items may be damaged. You can bring them out at will, as a free action.

Carapace

Prerequisite: N/A
Slots: One Chest Slot

A thick shell grows over your torso. You gain +1 AC while not wearing heavy armor.
Evolved: Your shell becomes larger and more durable. For 1 minute, you gain an additional +1 AC.

Open Core

Prerequisite: N/A
Slots: One Chest Slot

You now possess a core in your chest largely tied to your vitality. The magical nature of this core allows you to store a single cantrip, 1st level or 2nd level spell depending on whether this monstrous alteration was taken on at least level 3, 5 or 8 respectively.
Evolved: Your core grows larger and even more tied to your vitality. For 1 minute, when you are successfully hit by a non-critical strike, you may reduce the damage you would receive by 3. However, because your core is now so large and crucial to you, a strike against it could be all the more damaging, and it is easier to do so than before. Attacks made against you are critical strikes on a 19 and a 20.

Second Heart

Prerequisite: N/A
Slots: One Chest Slot

You possess a second heart in your chest, pumping even more energy than your peers. You can use the dash action as a bonus action.
Evolved: Your heart grows strong enough to sustain your body independently. For 10 minutes, if you would drop to 0 hit points but wouldn't be killed outright, you instead drop to 1 hit point. If you would be killed outright, then instead your are knocked unsconcious. Both can only happen once per long rest.

Upper Back Slots

Wings

Prerequisite: 5th Level
Slots: One Upper Back Slot

Wings grow from your back. You now have a flight speed of 30 feet so long as you are not wearing armor.
Evolved: Your wingspan increases massively, letting your flight speed increase with it, to up to 60 feet. In addition, you may either wear armor or carry one creature of small or lower size while in this flight for up to 10 minutes (when permanently active, you may still only carry a creature or wear armor during your flight for a maximum of 10 minutes). If you were wearing armor or carrying something when the 10 minutes are up and do not alleviate the weight, you must make a strength saving throw every minute or gain a level of exhaustion on a failed save.

Back Spines

Prerequisite: N/A
Slots: One Upper Back Slot

Spines like those of a porcupine grow from your back. When someone successfully hits you with a mellee attack or grapples you, you may use your reaction to deal 1d6 piercing damage to them.
Evolved: The spines grow to cover your entire body and become longer and sharper. You may now add your strength modifier to the damage dealt, and you can use the reaction to deal this damage when an enemy comes within 5 feet of you or as an attack of opportunity, in addition to the previously allowed uses.

Lower back Slots

Reptilian Tail

Prerequisite: N/A
Slots: One Lower Back Slot

You grow an elongated tail which helps you balance it better. You you are proficient with dexterity saving throws and with acrobatics checks. If you were already proficient with both, instead when you take damage from an attack from a creature within 5 feet of you, you may use your reaction to attack with your tail. This is considered a natural weapon with a 1d4 base damage.
Evolved: For 1 minute you have advantage on dexterity saving throws and acrobatics checks.

Webspinner

Prerequisite: 5th level
Slots: Slot

As part of a short rest, you may, if you have a weaver's tools, create up to 5sp worth of material in order to make (as you reach an adequate value) a 50 foot silk rope, or any type of clothes (armor not included). You may also create a net by using silk at least twice its value.
Evolved: You may now produce a considerably larger amount of silk much faster, albeit not with the same longevity. For 1 minute, as an action, you may make a ranged attack roll against a target. If you succeed, it is treated as if they had been hit by a net.

Hand Slots

Beastial Arms

Prerequisite: N/A
Slots: One Hand Slots

Your arm becomes covered in fur and attain more bestial traits. You are proficient with athletics checks. If you already were, you may instead add twice your proficiency bonus to your athletics checks.
Evolved: The strength from your arms becomes even greater. Your next attack using your strength modifier deals +2 damage if it hits. When permanently active, all of your attacks that use your strength modifier deal +1 damage if they hit instead.

Elemental Fist

Prerequisite: N/A
Slots: One Hand Slot

Choose 1 element from Earth, Fire, Water or Wind. Your chosen element allows you to perform one spell attack against a chosen target up to 30 feet from you. On a hit, the target takes 1d6 damage of the chosen element.
Evolved: Your elemental fist becomes more attuned to the chosen element, allowing you to cast magic corresponding to your chosen element for 1 minute. You know the Mold Earth (Earth), Fire Bolt (Fire), Shape Water (Water), or Gust (Wind) cantrips.

Long fingers

Prerequisite: N/A
Slots: One Hand Slot

You grow long, crow-like fingers. You have proficiency with sleight of hand. If you already had proficiency with this skill, instead you may add twice your proficiency bonus to it.
Evolved: You may use a bonus action to gain advantage on sleight of hand checks for 1 minute. If you have two Long Fingers monstrous alterations, you have 5 extra feet of reach for purposes of sleight of hand checks.

Feet Slots

Talons

Prerequisite: N/A
Slots: 2 Feet Slots

Your feet grow talon-like claws. While not wearing footwear, you have a climbing speed of 20 feet, and your talons are natural weapons that can deal slashing damage equal to 1d4+your strength modifier.
Evolved: Your talons grow larger and more robust. They now deal damage equal to 1d6+your strength modifier instead, and as a reaction you may plant them into the ground to gain advantage against effects that would forcefully move you.

Opposable Toes

Prerequisite: N/A
Slots: 2 Feet Slots

Your feet's structure is similar to that of hands, in particular in having opposable 'thumbs'. When not wearing footwear, you may use a bonus action to pick up an object from the ground within 5 feet of you, or to use the disengage action by throwing something at a target (such an object or sand) to distract them.
Evolved: Your body and instincts adapt to the movements your feet make possible. For 10 minutes, you have proficiency in acrobatics. If you already had it, you may add twice your proficiency bonus to your acrobatics checks instead.

Hooves

Prerequisite: N/A
Slots: 2 Feet Slots

Your hooved feet are most apt for leaping.Whenever you make a long or high jump, you can roll a d4 and add the number to the number of feet you cover, even when making a standing jump. This costs none of your normal movement.
Evolved: You learn to channel your weight through your hooves. As an action, you may stomp the ground with all your might, causing a momentarily localized trembling. All creatures within 10 feet of you must make a dexterity saving throw against your chimera spell save DC and fall prone on a failed save.

Snake Coil

Prerequisite: N/A
Slots: 2 Feet Slots

Your legs are replaced by a lower half that resembles a snake's body, and you may take advantage of this to quickly evade danger or strangle foes. As a bonus action, you may have it grapple a creature within 5 feet of you.
Evolved: Your coil grows larger and stronger. As an action, when an enemy makes an attack against you, but before they make their attack roll, you may use this monstrous alteration to leap a distance equal to your movement away from the attacker. They have disadvantage to hit on their attack and get no attack of opportunity from this.

Soft Paws

Prerequisite: N/A
Slots: 2 Feet Slots

You have very soft paws on your feet which can virtually nullify the sound of your steps. Perception checks exclusively reliant on sound get a -10 to detect you if you are alone.
Evolved: The fluff of your paws expands to even greater extents, forming a sort of cushion. for 10 minutes, if you would take fall damage, divide the distance by three, rounded down.

Multiple Slots

Tentacles

Prerequisite: 8th level
Slots: One Hand OR Feet OR Upper/Lower Back Slot

Tentacle limbs grow from your back or in the place of your arms or legs. You gain a natural weapon which can deal bludgeoning damage equal to 1d4+your strength modifier. Immediately after making an attack with this natural weapon, if you have Tentacles in at least 2 slots, you may attempt to grapple the creature you attacked. If you have tentacles in at least 4 slots, you may increase the damage to 1d8+strenth modifier, and if you have them in at least 6 slots you have advantage on the grapple. Only the tentacles in your hand slots are dexterous enough to use weapons, magic weapons, and other specialized equipment.
Evolved: Your tentacles grow longer and more agile. For 10 minutes, you have +2 to hit with all attacks using your tentacles, and you count as having 1 more slot occupied with tentacles than you normally would.

Extra Arms

Prerequisite: N/A
Slots: One Upper/Lower Back Slot

You have two extra arms, allowing you to hold more weapons and objects and giving you +1 to your rolls to grapple. In addition to this, you have two extra arm slots. You do not get more attacks than you normally would have without this monstrous alteration.
Evolved: For 1 minute, you may duel-wield any weapon which does not have the heavy property.

Webbed Limb

Prerequisite: N/A
Slots: Two Hand or Feet Slots

Your hands or feet are webbed, thus making them more fit for swimming. Each time you take this, you gain a 20 feet swimming speed and can add a 1d4 to dexterity checks made while in water.
Evolved: For 1 minute, you now have advantage on dexterity checks while underwater. If both your hand slots and feet slots have webbed limbs, then you can also use the dash action as a bonus action.

Tendril Maws

Prerequisite: N/A
Slots: One Upper/Lower Back Slot

Snake-like heads grow from your back (alternatively, if placed in a lower back slot, this may be a snake-like tail). You gain two additional eye slots.
Evolved: As a bonus action, you can have your snake heads spit powerful poison at a foe. Make a ranged attack against one creature you can see. On a hit, that creature must make a constitution saving throw against your chimera spell save DC. On a failed save, they take 3d6 poison damage. On a successful save, they take half that much.

Notes

Regeneration: By default, you cannot regenerate lost limbs, as I believe such an ability might be too strong or otherwise invalidate too much in terms of the purpose of healing or certain plot elements. However, should you want to and your GM be ok with it, feel free to consider the regeneration capable of restoring lost limbs.

Gains From Multiclassing: If you multiclass as a Chimera, you gain proficiency with Natural weapons and herbalist kit or 1 artisan's tool of your choice.

Chimera Starting Gold: Chimera start with 2d4 x10 Gold if you decide to roll for gold.

Credits

Art Credit: Sidharth Chaturvedi

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.