Ranger
Base Class: Ranger

A Chimeric Ranger has seen the fault, the weakness in the kind hearted Beast Master. They seek to perfect a bond between man and beast. The teachings of the Chimera know better. Why perfect the bond when you can perfect the beast? Grafting beasts together to form an evolving monstrosity, these rangers hunt down rare beasts to use their body parts as upgrades to their pet project. This power grows from granting improved eyesight into attaching a manticore's wings. 

Chimeric Hound

Starting at third level you can magically summon a monstrosity. The monstrosity will obey your commands, but will not regard any other companion as friendly. See it's game statistics in the accompanying Chimeric Hound stat block, which uses your proficinecy bonus (PB) in several places. During a long rest you are able to graft onto your chimera any part of a beast you killed the previous day. This part will grant the appropriate ability to your chimeric hound as it offered the original beast you slayed. The eyes of an owl could grant your chimera darkvision to 120ft, or the claws of a wolf it's claw attack. You can only graft abilities, senses, and weapons (such as claws or fangs), and only those from beasts CR 1/2 your ranger level, rounded down. You can only have a number of added abilities to your chimera equal to your Wisdom modifier plus your PB. Any graft you attempt to put on after that will replace an already grafted ability of your choice.

In combat, the chimera shares your initiative count, but it takes its turn immediatly after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the chimera can take any action of its choice, not just Dodge. If the chimera has a multiattack grafted ability it must have all associated parts in order to use that action. If the multiattack states they make a bite and claw attack, the chimera must have both the multiattack ability grafted onto it as well as additional claws.

The chimera remains until it is reduced to 0 hit points, until you use this feature to summon the chimera again, or until you die. Anything the chimera was wearing or carrying is left behind when the chimera vanishes.

If the monstrosity dies, you can obtain another one by spending 8 hours magically bonding with the corpse of a beast, either the same type of beast as before or a different one. If it is the same beast it will retain any grafts previously put on it.

 

CHIMERIC HOund

Armor Class 12 + PB (natural armor)

Hit Points 6 + six times your ranger level (the chimera has a number of hit dice [d10s] equal to your ranger level)

Speed 30 ft.

STR
14(+2)
DEX
14(+2)
CON
16(+3)
INT
8(−1)
WIS
14(+2)
CHA
6(−2)

Saving Throws Con +3 plus PB, Wis +2 plus PB

Damage Immunities determined by the drake’s Draconic Essence trait

Senses passive Perception 12

Languages understands the languages that you speak

Challenge—

Proficiency Bonus (PB) equals your bonus

Actions

Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 2d4+2 piercing damage.

 

Advanced Grafting

At 7th level you've surpased normal everyday grafting. You are know able to graft with beast parts that would change your Chimeric Hounds's movement; allowing them to gain a fly, swim, or burrow speed.

They can also now be grafted with parts that influence their stats. You may use a graft to change the Strength, Dexterity, or Constituion of your chimeric hound to that of the beast you are grafting from. 

You can also chose to graft parts that offer skill proficincies. This does not include saving throws. 

Chimeric Mount: The hound grows to Medium size. You are able to use the monstrosity as a mount, but it cannot use any movement other than it's walking speed while you do so. 

Corrupted Frame: Your chimera's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monstrous Scion

At 11th level you have experimented with the workings of flesh to the point you are a master of beasts. To further improve your creation, you are able to now graft parts of monstrosities. The grafted parts can now come from monstrosities of up to CR 1/4 your ranger level, rounded down. All normal restrictions apply. 

 

Chimeric Lord

At 15th level, you have perfected the form of your chimera and your grafting skills. You are now able to graft abilities of any humanoid race onto your chimera. You also gain the following benefits. 

Large Monstrosity: The chimera grows to Large size. When you ride your chimera, it is no longer prohibited from using any other movements besides walking speed.

Magical Sinew: The chimera has advantage on spell saving throws.

 

Comments

Posts Quoted:
Reply
Clear All Quotes