Homebrew Chimera Species Details

Waltzing on the line of evolutionary advancement and atrocity the Children of Many exist within the grey. Amalgamations of genetic refinement, they are gifted with various inherited traits of the many species that contribute to their biology. It is the fear and rejection of the unknown that the Chimera fall victim to, leaving them abandoned by societies, and condemning many to a nomadic life of solitude.

Life on the Run


Many of the free Chimera wander the world alone, traveling from place to place, but never staying too long among a community in fear of being discovered and exploited. Those that do not roam free, are found to stay among fellow outcasts of society. Many are often taken advantaged of and can be found working in traveling circus carts, labor camps, among other things, as work is difficult to come by. More often than not, the Creators utilize them and their abilities to pursue their own goals. When a Chimera is created by a Creator, a Chimera is Bound to their Creator. They have no autonomy and are created to serve their Creators unless they are Released. Some are knowledgeable of their Bind, and serve willingly or unwillingly, but others are not made aware by will of their Creator, and are known as the Blind. Those that are Blind have the illusion of free-will, and are only able to make choices of their own as long as it is not at the detriment of their Creators, that of which does not contradict their instruction from their Creators. Those that are Released are freed from the binds to their creator and gain free will, however, the only way to be Released from a Creator is it either being granted freely by the Creator, or if the Creator dies with no apprentice to assume power.

Blood of Many


 From a distance, and to the untrained eye, a Chimera appears as a normal variation of a Base Race. Upon closer inspection, and circumstantial Shifting, they exhibit ranges from mild to extreme attributes and traits of their Fusion counterparts. Never occurring naturally, and as a scientifically and or magically created hybrid, no two creatures harbor the same expression of traits - even if created using the same Base Race and Fusion counterparts. A Base Race - in the embryo state - is magically and or scientifically infused with the genetic material of different races, to create a creature with attributes of their different Fusions. Chimera can have up to 6 Fusions, excluding the Base Race, however, 6 Fusions is a rarity as most only have compatibility ranges of 2-3 Fusions.

Shifting


Shifting is a survival mechanism all Chimera possess. Most Chimera can have mild to immense control over their Shifts, with exceptions, as some cannot control their Shifting. Young Chimera will normally subconsciously Shift to adapt to a situation, but given time and understanding of themselves, some may learn to control to improve and better utilize their Shifting as they see fit. To Shift is to survive and, since many are not aware of their full capabilities or genetic lineage, they must gradually adapt to learn and develop for themselves. 

Magic


Despite most often being created through magical means, Chimera only have magical abilities and traits if their counterparts are magically oriented - such as having a Fae counterpart. Due to being a hybrid, and not a full form of each counterpart, their magical traits are limited even if genetically linked to more than one magically oriented race. 

Subrace


 The potential of Subraces is as many as there are races to exist. Any race may be the Base Race of a Chimera.

 

Chimera Traits

Encompassing a wide range of hybrid genetic combinations, Chimera are able to Shift and exhibit racial traits from their various shared counterparts

Ability Score Increase

Despite being a hybrid combination of multiple different races, Ability Score is determined by the Base Race's normal ability score increase. This portion of biology is what shares a majority of DNA and passes on the most traits.

Age

Chimera Age range is most often determined through the normal Base Race age range, however, certain magically oriented individuals gain Longevity allowing them to live up to 3x as long as their Base Race age range when reaching level 15.

Alignment

Generally speaking, due to being unnaturally created, Chimera are often shunned and seen as outcasts. Because of this, most lean toward Chaotic and Neutral alignments, many finding themselves to be of an Evil oriented variation, but this is not the case for all.

Hybrid Shift

Whether consciously or subconsciously, Chimera may Hybrid Shift under circumstances to utilize their Fusion counterparts' racial attributes and enhancements. These can include, but are neither limited to nor guaranteed (C- common: nearly all posses, M - majority: most possess with exceptions, R - racially dependent: abilities rely on fusion counterparts):

Sense Enhancement - (C)
You gain proficiency in Perception and Investigation and your passive perception increases by your Wisdom modifier, regardless if it is negative or positive.

Aquatic Adaptation - (R)
You can breathe in both air and water, and you have a swimming speed 10 paces more than your walking speed. Potential Factors: aquatic or amphibious features are visible - depending on Fusion race; may have Enhanced Darkvision - depending on Fusion race, occurrence only in water.

Agility - (M)
You can add +2 to Stealth, Athletics, and Acrobatics checks alongside your modifier.

Enhanced Darkvision - (R)
You can see up to 60 feet in dim spaces and up to 30 feet in total darkness. You can see up to 15 ft in magical darkness. You can only see in shades of grey when in total and magical darkness.

Heightened Resistance - (R)
Your Strength modifier increases +2. At level 5 you gain a single Tough Skin shift reaction - nonmagical melee attacks only give half damage unless a Nat 20 is rolled. You can only shift once per long rest.

Camouflage - (R)
You are able to alter your appearance in order to blend in with your surroundings. As a bonus action you give yourself advantage on a Stealth check.

Shrink and Enlarge - (M)
You can adjust your size appearance by a category greater or less than for a full day (only visual size as an illusion and only listed benefits occur - no other stats are changed). For Tiny - Small creatures,  you add +4 to your Stealth checks however, you have disadvantage on Intimidation Checks. For Medium - Large you add +15 to your walking speed, but you have disadvantage on Wisdom rolls. For Huge - Gargantuan you add +4 to Intimidation checks however,  you have disadvantage on Stealth checks. Restores after long rest.

Environmental Resistance - (R)
You have 2 points of damage reduction to a single elemental damage type related to your Base Race environmental origin.

Subterranean Adaption - (R)
You gain a burrow speed of 15 feet and are able to traverse rough terrain with ease. The Earth protects you, you gain temporary Enhanced Darkvision for the duration of your time spent underground.

Venomous - (R)
You are able to cast Poison Spray as a biological ability and you are immune the poisoned condition.

Wall Crawler - (R)
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Wings - (R)
You sprout a set of wings. You now have a flying speed of 20 feet. Flying speed increases to 30 feet at level 10.

Languages

You can speak, read, and write Common. Other languages rely heavily on environment and or Base Race.

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