Base Class: Druid
The Circle of the Chimera is considered a radical sect by many druids. They believe most druids mistakenly define “natural” far too strictly, excluding many creatures born from or adapted to natural magic and extraplanar beings. This Circle sees what others often call monstrosities as results of natural laws that transcend their home plane; natural laws of magic and planar intersection. They often believe theirs is true druidic craft, where others let themselves be kept from truth by stuffy traditions and outdated ideas.
Monstrous Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action. Additionally, you may use a bonus action to expend a spell slot and regain 1d8 hit points per level of spell slot spent.
Your circle defines nature less narrowly than most, and this is reflected in your Wild Shapes. Starting at 2nd level, you can use your Wild Shape to transform into a beast or monstrosity with a challenge rating up to 1/4 your Druid level, rounded down. (You ignore the maximum CR column of the Beast Shapes table, but must abide by the other limitations there.) You cannot transform into beasts or monstrosities with a CR higher than 3 this way.
Chimeric Forms
Starting at 3rd level, you learn to harness Chimeric Essence to enhance your Wild Shape. You learn two Chimeric Essences from the Chimeric Essence list detailed at the end of the subclass description.
When you use your Wild Shape, you may choose one of your known Chimeric Essences and gain its abilities for as long as you remain in that form. You cannot benefit from the same essence more than once by selecting it multiple times. You learn two more Chimeric Essences at 6th, 8th, 10th, 12th and 14th level.
You may use up to two Essences at once at 6th level, up to three Essences at once at 10th level, and up to four Essences at once at 16th level.
Ankheg’s Acid
You gain the ability to spit corrosive fluid at range. As an action, you may make a simple ranged weapon attack at a target within 15 feet. On a hit, the target takes 3d6 Acid damage. If the target is wearing nonmagical armor, its AC is reduced by 1. If this penalty reaches -5, the armor is destroyed. This attack does an extra 3d6 Acid damage to metal structures.
Battering Horns
You grow a pair of sturdy horns on your head. When you move 30 feet or more in a single turn, you may use your bonus action to make a ramming attack for 2d6 Bludgeoning damage. On a hit, the target must make a Strength saving throw against your spell save DC or be knocked prone. Structures such as buildings receive double damage from this ability.
Beastly Vitality
You regain 1d12 hit points at the start of each of your turns unless you have taken Fire damage since your last turn.
Boar’s Endurance
The first time you would drop to 0 hit points, you instead drop to 1. If you drop to 0 hit points after having used this feature, you do not take additional damage when your Wild Shape ends.
Chameleon Hide
You gain the ability to change your skin or hide’s color for camouflage, gaining advantage on all Stealth checks.
Colossal Stature
You increase your size by one size category. (Medium becomes Large, Large becomes Huge, etc.)
Dragon's Breath
Choose Fire, Cold, Acid, Poison, or Lightning. One time as an action you may expel a 30 foot cone of your chosen element as damaging dragon’s breath. Each creature in the area must make a Dexterity saving throw against your spell save DC. They take 4d6 damage of your chosen element on a failed save, or half as much on a successful save. At the start of each of your turns, roll a d6. On a 5 or 6, you regain an expended use of this feature.
Fae’s Guile
You cannot be magically Frightened or Charmed.
Hive Mind
By splitting your own being into many pieces, you may take the form of a swarm of tiny creatures. In this form, you may occupy the same space as another creature and have resistance to nonmagical slashing, bludgeoning and piercing damage.
Hypnotic Eyes
You shift the colors of your eyes in a mesmerizing manner. As an action, you may project a hypnotic effect in a 30 foot cone in front of you. Creatures that can see your eyes in this area must make a Charisma saving throw against your spell save DC or become Charmed for one minute. Creatures within 5 feet have disadvantage on this save. Creatures charmed this way stand still and become unresponsive to stimuli that is not life threatening. After one minute has passed, creatures affected this way will have no memory of the previous five minutes.
Insulating Fur
You gain a fluffy coat of fur, insulating you against both hot and cold environments. You do not suffer the normal penalties of prolonged exposure to very hot or very cold surroundings.
Keen Senses
By increasing the acuity of your sight, smell and hearing, you gain advantage on all Perception checks that use these senses.
Kraken’s Tentacles
From your body sprouts a pair of thick, rubbery tendrils similar to a kraken’s. As an action, you may make a simple melee weapon attack with Reach at a target you can see for 1d10 Bludgeoning damage. On a hit, you may also attempt to grapple the target.
Mighty Roar
Your vocal chords become capable of a deafening roar. As a bonus action, you may let loose a ground-shaking vocalization. All creatures within 30 feet of you must make a Wisdom saving throw against your spell save DC or become Frightened of you for one minute.
Mimic's Tongue
You gain a precise tongue and perfect audio memory, allowing you to mimic any word, phrase or sound you have heard in the same voice or manner in which you originally heard it.
Oxen Fortitude
By enhancing your stamina and endurance, you gain doubled carry weight.
Phasebeast’s Tendrils
From your back grow several whiplike tentacles like those of phasebeasts. As a bonus action, you may make up to two simple melee weapon attacks with reach for 1d4 Slashing damage each against different targets.
Prismatic Skin
Choose Fire, Cold, Lightning, Acid, Thunder or Radiant. You gain resistance to that damage type.
Pygmy Stature
You decrease your size by one size category. (Huge becomes Large, Large becomes Medium, etc.)
Scale Plates
You cover your exterior in thickly layered scales for added defense, gaining +2 to your Armor Class.
Scorpion's Sting
From the base of your spine grows a plated tail ending in a venomous stinger, replacing any other tails you may have. As an action, you make a simple melee weapon attack with reach for 1d4 Piercing damage and 1d8 Poison damage. On a hit, the target must make a DC 15 Constitution saving throw or be poisoned for one minute.
Sharpened Instinct
By honing your wild-born intuition, you gain advantage on Survival and Nature checks.
Spider’s Sense
By sensing currents in the air or water around you, you gain 10 feet of blindsight.
Unbridled Might
You enhance your own musculature, gaining +2 to your Strength score.
Untamed Agility
You enhance your own reflexes, gaining a +2 to your Dexterity score.
Vigour’s Wellspring
By enhancing your vitality, when your hit points are restored by an outside source such as a healing potion or a spell cast by someone else, you gain an additional amount of healing equal to your proficiency modifier.
Wild Speed
You boost your own metabolism, gaining +10 walk speed.
Mutable Nature
You may change one Chimeric Essence that you are using during your Wild Shape but you gain one level of exhaustion. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Ambulatory Evolution
Starting at 10th level, you gain the ability to grant 30 ft climb speed, 30ft fly speed or 30 ft swim speed to yourself for one hour. This can be achieved by growing wings, hard claws, a magnetic field, and more as defined by you at the time you use this feature. This feature may only on be used once, and you regain expended uses when you finish a long or short rest.
Essence Mastery
At 14th level, whenever you finish a long rest, you may select one Chimeric Essence you know. You gain the benefits of that essence until you finish another long rest. This does not count against your number of Chimeric Essences used.
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