Homebrew Chimaeron Species Details
Made slowly and carefully by humanities arrogance, the amalgam's of beast, monster and humanoid was born. Soon the gods took notice of this desecration of life however, they smited those that dared to upset the balance and the innocent creatures that were made by them. But nature is fickle and just because something was brought into the world, doesn't mean it can be taken out so easily.
The few Chimaeron that survived grouped up. Being neither beast, monster or human made it tough for them to find a community they would be accepted. Because of this they decided collectively that it would be best to keep out of sight and stick with only each other.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Weight and Height table in the Player's Handbook and choose the row in the table that best represents the build you imagine for your character.
Chimaeron Traits
As a chimaeron, you have the following racial traits.Creature Type
You are considered a Humanoid and Monstrosity for the purpose of spells and effects.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Monstrous Communion
As the bridge between the unnatural and natural world, you can communicate simple thoughts and feelings to beasts and monstrosities. This does not mean they will always be willing to listen or follow orders.
Magic Resistance
As creature created by magic, the chimaeron has a special hide that resists most physical spell effects. You have advantage on strength, dexterity and constitution saving throws that you make to resist a magical effect.
Three Hearts as One
As an amalgam of usually three or four animals, you have some traits relating to those animals used to with your creation. These are traits that you learn to use as you journey through the lands. You choose your first trait at level 1, second and level 3 and your final one at level 5.
Tooth and Nail. You develop natural melee weapons that you become proficient with like claws, horns and/or a razor sharp tail. These weapons count as light and the damage die is a D6.
Serpentine Sense. You hone your other senses to the point that you develop a sense for heat in a short range. Creatures within 30 foot of you cannot hide from you unless they mask their heat signature and you have advantage on wisdom (insight) checks you make to distinguish a lie from a truth.
Daunting Roar. You learn to channel the blood of the lion within you to paralyse your enemies. When a creature attempts to make a melee attack you, you may use your reaction to roar in their direction. The creature must make a wisdom saving throw or lose the attack and be stunned until the start of their next turn. You can use this reaction an amount of time equal to half your proficiency bonus and regain all uses on a long rest.
Draconic Flight. You adapt reptilian, dragon-like wings that you can use to glide and later soar freely. At level 1, you reduce any damage you would take from falling by 50 feet as long as you aren't wearing heavy armor or carrying a heavy weapon. At level 3, you can glide even while carrying heavy equipment. In addition, you gain a flying speed equal to your movement speed that you can use as long as you are not carrying heavy equipment or encumbered.
Shooting Spines. You grow natural ranged weapons in the form of sharp quills or spines on your body that you can shoot off to pierce your enemies. These natural weapons have a range of 60/80 feet and have the reload property as it takes a little time for them to grow back. The spines deal 1D10 damage on hit.
Venom Glands. (5th Level) You develop the venom glands in your body to create snake venom. This venom can be used in immediately after you hit an enemy with an attack from your natural weapons if you have any. It can also instead be harvested during a short rest if you have a vial or another appropriate container. You can use or harvest this venom a number of times equal to half your proficiency bonus and you regain all uses after a long rest. When a creature is affected by this venom they must succeed on a constitution saving throw or take 2D6 poison damage and poisoned for 1 minute (this damage increases to 3d6 at level 9, 4d6 at level 13, 5d6 at level 17). The creature takes half as much damage on a successful save and isn't poisoned.
Flaming Core (5th Level). As an action on your turn, you can use a spew fire in a 15-foot cone. Each creature within that area must make a dexterity saving throw or be wreathed in flame. Each creature that fails the save takes 3D6 fire damage and is lit ablaze. Creatures that are on fire from this attack take 2D4 fire damage at the start of each of their turns unless they take an action to extinguish the flames. Creatures that succeed the saving throw take half damage and are not lit of fire. The flames don't go out naturally until the creature is turned to ash. (The initial damage increases to 4d6 at level 9, 5d6 at level 13, 6d6 at level 17). You can use this action an amount of time equal to half your proficiency bonus and regain all uses on a long rest.
(The DC of these features equals 8 + your proficiency bonus + your constitution modifier.)
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