Homebrew Chimerian Species Details

Humanoid, yet too beastly to be Human. Few in number, created as an experiment by powerful scientists and mad wizards. Chimerians are Monstrosities—a puzzle of different creatures, much like their namesake. As Chimerian become more powerful, so do aspects of the innate creatures they were made out of. You have many beastly features, such as skin that has scale and fur patches, a mane erupting from your neck and throat, stubby horns poke out of your skull, a useless reptilian tail that appears mangled and ridiculous, bits of different animal furs on it. Some of your limbs may be of a different creatures, such as a hoof for one or both hands or feet, your ears and nose being goat or feline-like, your eyes an odd mixture of cateyes, goat pupils, and dragon eyes.

Chimerian Traits

Unnatural creatures, Chimeras have a difficult time navigating larger cities, some religions and sciences hunting them down for experimentation or to put them to death.

Ability Score Increase

Your Constitution increases by 2, and another Ability Score of your choice increases by 1.

Speed

Your walking speed is 35 feet.

Size

You are a Medium creature. You can be anywhere from 5 to 8 feet tall.

Keen Smell

You have advantage on Wisdom (Perception) checks that rely on smell.

Creature Type

Created through scientific and/or magical means, your Creature Type is both Monstrosity and Humanoid.

Manifestations

As a Chimera, you can manifest different aspects of various animals, which vary for every Chimera in existence.

Options at level 1.

  • Carapace. Your skin is red and scaly, and your AC is now 13 + DEX modifier.
  • Sharpened. You have clawed paws and fanged teeth that deal 1d4 + STR (natural weapon) Slashing/Piercing damage. This damage becomes 2d4 at level 5, and 3d4 at level 10.
  • Hooves. Your legs are powerful and furry, your feet are now hooves. You are not affected by any form of difficult terrain, excluding underwater, and have a climbing speed equal to your walking speed.

Options at level 4.

  • Tail Fakes. Your tail splits into three duplicates, confusing predators. You can cast Mirror Image a number of times equal to your Constitution modifier + 2 per long rest.
  • Spider’s Crawl. Your hands and feet are now barbed, like that of an insect. You can cast Spider Climb a number of times equal to your Wisdom modifier + 2 per long rest.
  • Quiet as a Mouse. Your feet turn thin and your body feels almost weightless. You can cast Pass Without a Trace a number of times equal to your Dexterity modifier + 2 per long rest.

Options at level 7.

  • Tentacles. Gross, slimy tentacles spew from your body. They have a reach of 10 feet, and it can lift a number of pounds equal to three times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an attack (2d6 + Str + 3 Bludgeoning damage, you are proficient, and can grapple at most two targets, which takes a contested Strength (Athletics) check to escape, you add your Dexterity modifier to your roll. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
  • Wings. You sprout large, powerful wings from your back, giving you a 50ft flying speed as long as you are not wearing Heavy armor. As an action, you beat your wings for take off, forcing any creatures within 5 feet of you to roll a Strength saving throw; on a successful throw the creature is pushed 5 feet away from you, and on a failure, that enemy falls Prone.
  • Fire Breath. Your throat becomes scaly and dragon-like. You breath fire in a 15ft cone, forcing each creature to make a DC 15 DEX saving throw or take 3d8 fire damage, half as much on a successful save. However, your body is not made for producing flames, the bright and burning fire gushing from your mouth. After using this ability, you and a target that was within 10 feet of you when you used this ability gain Disadvantage on your next Attack or Wisdom (Perception) roll, regardless of any Advantages you gain from any racial or class-related abilities.

Language

You can speak in Common, and know one language of your choice.

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