Base Class: Ranger
A master in reality bending and creation magic, the chimera is both a specialist in natural order and arcane magic. Chimeras use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: conjuration and transmutation. Conjuration allows a Chimera to create new tools at their disposal, while transmutation allows them to change their form.
Improved Spellcasting
(Note. Dndbeyond does not allow me to add the cantrips to your character sheet. Instead keep track of the cantrips, on papers notes or anything a like. Additionally it does not allow you track any spells other than ranger spells, as you know three additional spells.)
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spells Known of 1st-Level and Higher
You know three 1st-wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Chimera Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Chimera Spellcasting
|
RANGER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
|---|
|
3rd |
2 |
3 |
|
4th |
2 |
4 |
|
5th |
2 |
4 |
|
6th |
2 |
4 |
|
7th |
2 |
5 |
|
8th |
2 |
6 |
|
9th |
2 |
6 |
|
10th |
3 |
7 |
|
11th |
3 |
8 |
|
12th |
3 |
8 |
|
13th |
3 |
9 |
|
14th |
3 |
10 |
|
15th |
3 |
10 |
|
16th |
3 |
11 |
|
17th |
3 |
11 |
|
18th |
3 |
11 |
|
19th |
3 |
12 |
|
20th |
3 |
13 |
Magical Awareness
Also at 3rd level, you've learned to channel arcane magic to heighten your sences. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Additionally you gain a blindsight of 15 ft.
Transmute Companion
Starting at 7th level, you can spend 8 hours creating a transmutiv companion that stores transmutation magic. The companion uses the stat block of any beast with a challenge rating of 0 of your choice that doesn't have a swimming or flying speed, though it is a celestial, fey or fiend (your choice) instead of a beast. Additionally the companion gains a benefit of your choice, and temporary hit points equal to 5 times your ranger level. When you create the companion, choose the benefit from the following options:
- An additional 60 feet of Darkvision
- Flying speed of 30 feet
- Swimming speed of 30 feet and the ability to breathe underwater
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation or conjuration spell of 1st level or higher, you can change the effect of your companion. Additionally in combat the companion takes its own turn directly after yours, in which you get to control (no action required).
If you create a new transmutiv companion, the previous one ceases to function.
Enigmatic Strikes
At 11th level, you gain the ability to enhance your strikes with bursts of arcane strikes. Whenever you or your companion hits a creature with a weapon, you can deal an extra 1d8 force damage to the target, which can take this extra damage only once per turn.
Master Chimerist
You can conjure a creation from a transmutation and the other way around. At 15th level, when you cast a conjuration or transmutation spell of 1st level or above, you expend your reaction to cast cantrip from the other school of magic.
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