Base Class: Fighter
The Shyr used this regimen under the command of the Primordial Karshimis to train their officer class, the children of their noble clans. It has since spread across the world. It involves genetic manipulation through magical and scientific means to forcefully manifest magical abilities similar to those of various aberrations, beasts, dragons and elementals. The practice has since spread to other cultures across the planet.
Level 3: Genetically Altered
At 3rd level, through magical and chemical application you have been infused with the power of various creatures. This will manifest in some cosmetic change and may increase over time.
Level 3: Chimera Mode
At 3rd level. Activated as a bonus action. You choose to take on an aspect of one of the creatures you have been infused with. The effect lasts for the next minute and you must complete a short or long rest before using it again.
Abberation ; telepathy 60 feet.
Beast ; pack tactics
Dragon ; blindsight 10 feet x PB.
Primordial ; elemental infusion ; once per turn you can add 1d6 elemental damage to a weapon attack ( acid, cold, fire, lightning, or thunder ).
Level 7: Multiform
At 7th level. When you activate your chimera mode you can choose two options that take effect simultaneously. You may also use your second wind feature ( if available ) as part of the same bonus action.
Abberation ; telepathy 60 feet.
Beast ; pack tactics
Dragon ; blindsight 10 feet x PB.
Primordial ; elemental infusion ; once per turn you can add 1d6 elemental damage to a weapon attack ( acid, cold, fire, lightning, or thunder ).
Level 10: Imbedded
At 10th level ; choose one of your chimera mode options. This effect becomes permanent.
Aberration
You gain telepathy to 60 feet.
Beast
You gain pack tactics.
Dragon
You gain blindsight to a range of 10 feet x proficiency bonus.
Primordial
Primordial ; elemental infusion ; once per turn you can add 1d6 elemental damage to a weapon attack ( acid, cold, fire, lightning, or thunder ).
Level 15: Genetic Manifestation
At 15th level ; you gain resistance to one damage type ( acid, cold, fire, lightning, poison, psychic or thunder ).
Genetic Manifestation (Acid)
You gain resistance to acid damage.
Genetic Manifestation (Cold)
You gain resistance to cold damage.
Genetic Manifestation (Fire)
You gain resistance to fire damage.
Genetic Manifestation (Lightning)
You gain lightning resistance.
Genetic Manifestation (Poison)
You gain poison resistance.
Genetic Manifestation (Psychic)
You gain resistance to psychic damage.
Genetic Manifestation (Thunder)
You gain resistance to thunder damage.
Level 18: Final Form
At 18th level. Final form; you manifest an additional change depending on which creature type you chose to be imbedded at 10 level.
Aberration ; You gain truesight 60 feet. Whenever you take damage you can cause one creature within 60 feet that you know the location of to take 1d6 psychic damage.
Beast ; you gain a natural bite attack with a base damage of 4d8. You can make an attack with this as a bonus action on your turn.
Dragon ; you gain a breath weapon attack ( recharge 5-6 ) that is a 15 ft. cone with a base damage of 7d8 damage ( type is that of your genetic manifestation ). Those in the area of effect must make a DEX saving throw, DC ( 8 + PB + CON modifier ) taking half damage on a success.
Primordial ; you gain resistance to non-magical bludgeoning, piercing and slashing damage. Your primordial infusion applies to all of your weapon attacks.
Aberration
You gain truesight 60 feet. Whenever you take damage you can cause one creature within 60 feet that you know the location of to take 1d6 psychic damage.
Beast
you gain a natural bite attack with a base damage of 4d8. You can make an attack with this as a bonus action on your turn.
Dragon
You gain a breath weapon attack action ( recharge 5-6 ) that is a 15 ft. cone with a base damage of 7d8 damage ( type is that of your genetic manifestation ). Those in the area of effect must make a DEX saving throw, DC ( 8 + PB + CON modifier ) taking half damage on a success.
Primordial
you gain resistance to non-magical bludgeoning, piercing and slashing damage. Your primordial infusion applies to all of your weapon attacks.
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