Homebrew Chimera-Kin Species Details
The Amalgous Phenomenon
Chimeras are known as nothing but horrifying Amalgams of Beast and Monster, terrorizing those who cross its path. Truly something so horrifying can't be natural...or can it? Since the turn of a new age, a curious phenomenon has surfaced: Humans with the blood of monsters coursing through their veins. One may mistake them for Shifters or Lycanthropes, and although they share transforming capabilities, they are not bound by a single beast to take after but instead can take on traits of various other creatures. Chimera-Kin may take on
the form of the average humanoid, but they have the latent ability to change their limbs with the traits of many beasts, such as the Claws of a Dragon, the Legs of a Wolf, the Wings of Fly, and so on. Older, more experienced Chimera-Kin can alter their entire form, with all of their feral abilities active all at once, while still retaining their sense of self.
Ferocious Form
Although a Chimera-Kin may take on the base form of a simple humanoid, their real key features are shown off through their bestial mutations. Each Chimera-Kin can take on the properties of 5 different creatures, one for each of the major limbs: The Legs, Right Arm, Left Arm, Torso, and Head (In some cases they can take on even more features, such as wings, tails, etc.). Their abilities start to manifest around early adolescence, starting off with shifting each limb at will and gaining experience through maturity. The older a Chimera-Kin is, the more control they have over their abilities, cumulating into a technique that showcases absolute mastery over their natural gifts, called "The Beast Trigger". When activating Beast Trigger, a Chimera-Kin can take on a form where ALL of their bestial traits are active at once, appearing as a vaguely humanoid amalgamation of various creatures (Thus the "Chimera" namesake). This altered form does not last long however and requires intense focus and control to maintain. While in this state, they still retain the mindset of their normal self, but are more privy to their natural instincts, and are more privy to outbursts. Should a Chimera-Kin get too emotional in this state, they might go completely feral and lash out without abandon. Some say that if a Chimera-Kin remains in this feral mindset for too long, they may not be able to change back...
Creature Features
As stated before, A Chimera-Kin's base form is more humanoid, possibly with elf-like features in some cases. They can almost be indistinguishable from a crowd even, but that depends on one major factor: Their "Creature Feature". EVERY single Chimera-kin always has at least ONE distinct limb that has their respective bestial trait. These can range from Digitigrade Legs, A Claw, Tail, Avian Head, etc. These features can hide with strong illusory magic, and yet for some odd reason, weaker spells have no effect on these permanently shifted limbs, as if they have some kind of natural arcane properties...
Monsters Among Us
Ever since the turn of a new age, more and more Chimera-Kin have appeared across various nations/territories with no distinct pattern. Since their base forms are humanoid, Chimera-Kin can procreate with other races, making their offspring near indistinguishable from the rest of the local populace, IF their Creature Feature can be hidden easily. Full Chimera-Kin families are very rare within standard communities, but one Chimera-Kin, regardless of gender, raising a youngling is far more common. At birth, they retain a more standard form, yet within a few years of childhood, their Creature Features will start to manifest, sometimes within a single day. Once this happens, they often face ridicule, rejection, and exile, therefore most go into solitude, and are rarely sighted. However, some can be spotted in more open cultures, yet still face some kind of discrimination, due to their feral features. Regardless of where or how a Chimera-Kin is raised, they will experience more and more of their latent mutations, often without warning while undergoing stressful tasks. By the time Chimera-Kin reaches their teenage years, they will have all of their latent mutations unlocked, and gain mastery over them through standard use. At this time a Chimera-Kin can also activate their most powerful state, the "Beast Trigger", however in order to gain the ability to do so requires a major event to occur where they are forced past their limits. When a Chimera-Kin ages, their repetitive creature feature tends to get more distinct, and some of the key traits of their other mutations start to show (Such as Whiskers, Hair/Fur, Eyes, etc.) Elderly Chimera-Kin tend to have multiple Creature Features active, while still in their humanoid forms, and their Beast Trigger mutations have been refined to near perfection. An entire Chimera-Kin's life is a constant journey of change, mastery, and acceptance of their natural gifts, and no matter what trials await them, they have the tools and willpower to overcome and survive.
Unknown Origins
Due to the discovery of Chimera-Kin in the new age, they have no precise point of origin in any nation/cultures, and their history is completely unknown. Some theorize that
Chimera-Kin is the result of Arcane/Scientific meddling or some kind of evolution of lycanthropes, but regardless of the theories, those raised in a community are bound to face some kind of ridicule for their enigmatic origins. Those that aren't found in seclusion normally take on the names based on the cultures they are raised in and have no distinct names or titles exclusive to their race.
Chimera-Kin Traits
Your Chimera-Kin will have the following features, to fit their feral nature.Ability Score Increase
Your Constitution Score increases by 2, and your Strength score increases by 1, due to your beastly resistance
Age
Chimera-Kin tend to live the average lifespan of a human, although some can live past 100
Alignment
Mostly True Neutral, although that can shift from Lawful to Chaotic depending on the environment they were raised in
Size
An Adult Chimera-Kin can range from 5 - 7 feet in their base form and 6 - 9 feet in their Beast Trigger form
Speed
Your base walking speed is 30 feet, and if your Chimera-Kin has wing-like features, Your base flying speed is 15 feet
Weapon Proficiency
You have experience with easily craftable hunting weaponry, such as Spears, Long Bows, Short Bows, Javelins, Clubs, and Tridents
Languages
You can comprehend Common, however, you cannot read/write it if your character was raised in seclusion
Natural Survivor
You have expertise with Nature and Survival skills
Natural Instincts
You gain Advantage on Reaction Rolls while in Beast Trigger form
Creature Features
Due to your Chimera Blood, each of your major limbs has at least one beastly property to them when transformed. The "Creature Features" your character have will be the source of their racial powers. You will be able to fully customize your power set by having 1 specific trait/buff tied to each of the 5 major body segments: The Head / The Torso / The Right Arm / The Left Arm / and The Legs.
Selecting "Main" Features
When building a new Chimera-Kin character or adding on features due to the Racial Trait - Natural Mastery. You must pick ONE "Feature" for each of the major body segments: Head, Torso, Right/Left Arms, and Legs. When selecting features, you are limited to the following options:
- Randomized - Next to each Creature Feature Name is a number from 1-6. When picking a feature for a body segment, roll a raw d6. The number it lands on will determine what feature you receive for that segment.
- Quick Build - When building a new Chimera-Kin, you are permitted to manually select features for 2 Body Segments, yet have to go with the Randomized method when selecting for the other segments.
- Free Build - You can manually choose the features for each segment.
Selecting "Other" Features
Once you have selected your "Main Features", you may roll a raw d20 to obtain "extra" features. If you roll an 11 or higher, you may select a trait from the "Other" table in the "Creature Feature Chart", with the same method used for your other major features. If successful, you can roll again to gain another feature in the "Other" table, however, the requirement is a 15 or higher, you can only have a MAXIMUM of 2 "Other" Features.
Permanent Mutations
Every Chimera-Kin has at least ONE limb with visible cosmetic details in their base form. The segment that is "Permanently Mutated" will only have cosmetic use, and have their respective "Creature Feature" INACTIVE in your base form, unless you use "Alter Self" to fully transform it. When creating your Chimera-Kin, you can ONLY determine your "Permanent Mutation" with the following method:
- Roll a raw d12 once, depending on what number it lands on will determine what limb will be permanently visible: (1-2 Head / 3-4 Torso / 5-6 Right Arm / 7-8 Left Arm / 9-10 Legs / 11-12 "Other")
Miscellaneous Details
- Should a Limb/Segment be severed, you lose the trait associated with that segment.
- Your Permanent Mutation can only be magically disguised with a 4th level or higher illusory spell.
- Tails/Sentient Tails are the ONLY feature that can be regenerated. Should one get severed, it will take 30 in-game days to fully regenerate.
- Sentient Tails from the "Other" table of the feature chart have pseudo-independence, and cannot be fully controlled, however, they will recognize mutual threats to the player character. Should an enemy strike from behind, the Sentient Tail can make a free unarmed d4 attack.
Beast Trigger
Starting at 5th level, you gain access to your signature technique, the "Beast Trigger". You can only activate it at the start of your turn, and requires 1 action. Once activated, you gain the following properties:
Bestial Endurance - Your Hit Points temporarily raises by your Current Level + your Constitution Modifier.
Feral Evasion - Your AC temporarily raises by 1
Rabid Strike - Gain 1 Additional Action, but it can ONLY be used as Melee Attack with half damage.
Monstrous Mutations - While in Beast Trigger, ALL of your segments are transformed simultaneously, and you gain all of the traits associated with each segment.
Activating Beast Trigger is easy, maintaining it, however, is far more difficult. A player can carry over Beast Trigger on the next round of combat, but at the start of their new turn, they must roll a raw d20. If they roll an 11 or higher, they can keep the benefits of Beast Trigger for that turn. If they roll a 10 or lower, they instantly drop Beast Trigger and lose the ability to reactivate it until a Short Rest. Not only do they lose the ability to do so, but they also gain a Disadvantage on ALL Wisdom Saving Throws/Checks until a Long Rest. If the player has had a Short Rest to regain Beast Trigger, yet has not had a Long Rest to cancel out the Wisdom.
Disadvantages, they must roll another raw d20 if they wish to activate Beast Trigger. An 11 or higher will succeed, and a 10 or lower will fail. Every time a player fails the activation roll while under Wisdom Disadvantages, they gain one point of exhaustion. Taking a Long Rest will remove the Wisdom Disadvantages, allow free use of Beast Trigger, and cancel out all points of exhaustion given through Activation failures. The player can voluntarily drop Beast Trigger at any time, and doing so will allow them to use it freely for future use, so long as they're not under the effects of Failure Rolls. All d20 Rolls involved with Beast Trigger CANNOT be effected by Creature Feature Traits, Feats and Buffs of any kind.
Apex Beast Trigger
Upon reaching the 20th level, your Beast Trigger will gain additional properties:
Apex Regeneration - When in Beast Trigger, you heal 1 d12 at the start of every turn its active.
Apex Advantage - When in Beast Trigger, you gain +1 to all Stat Modifiers.
Apex Action - Gain 1 Additional Action
Apex Mastery - You still have to roll at the start of continuing turns to maintain Beast Trigger, however failure will NOT impose the Debuff/Disadvantages originally given
Instant Evolution
You gain the ability to cast "Alter Self" at will, however, you are only limited to the "Creature Feature" you selected. However, you are only limited to the Creature Features you have selected. All of the features you selected are INACTIVE in your base form unless the respective segment is transformed via "Alter Self", or you're under the effects of Beast Trigger.
Beast Release
When you reach the 10th level, you gain a unique action for your Beast Trigger form. By expending 1 action at the end of your turn, you can activate "Beast Release", doing so grants you 3 additional actions, and can roll an extra d6 to add more damage on ALL types of attacks. At the end of the turn, this unique action is activated, you instantly drop Beast Trigger, gain disadvantage on WIsdom Checks/Roll until a short rest, and cannot use your Beast Trigger form for 3 in-game days.
Natural Mastery
Starting at the 15th level, you can add ONE Extra trait from the "Creature Feature Chart" for a single segment when you level up. You can have a maximum of 3 Features for a single segment, however, once you select your 20th Level trait, you cannot gain anymore.
Head Feature
| Name | Description |
| 1 - Noctural Vision | Grants "Darkvision" |
| 2 - Blind as a Bat | Grants "Blindsight" |
| 3 - Hawk Eye | +5 Perception |
| 4 - Sabertooth | Grants "Bite" (1d6 Piercing + Strength Modifier) |
| 5 - Dragon's Breath | Grants "Breath Weapon" (2d6 Elemental, Once per Short Rest) |
| 6 - Gills | Grants "Waterbreathing" |
Torso Feature
| Name | Description |
| 1 - Rawhide | +2 AC |
| 2 - Hard Shell | +3 AC, -10 Walking Speed |
| 3 - Bestial Vigor | Temporarily adds 5 + your Constitution Modifier to your Hit Points |
| 4 - Reptilian Regrowth | Regenerate 1d4 Hit Points per round |
| 5 - Cold Blooded Heart | +1 to your Dexterity and Constitution Modifiers when in warm environments |
| 6 - Beast of Burden | +50 lbs to your carrying weight |
Left Arm Feature
| Name | Description |
| 1 - Long Claws | Use 1d8 + Strength Modifier for Unarmed Attacks |
| 2 - Strong Arm | Grants "Catapult" (3d8 Bludgeoning - 60 ft Range) |
| 3 - Heavy Lifter | +5 to Athletics |
| 4 - Prehensile Limbs | +5 to Attack/Grabbing Range |
| 5 - Vicegrip | Add 1d4 Piercing to Unarmed Attacks (with fists) |
| 6 - Throwback | Grants "Absorb Elements" (1d6 Elemental/Reaction) |
Right Arm Feature
| Name | Description |
| 1 - Long Claws | Use 1d8 + Strength Modifier for Unarmed Attacks |
| 2 - Strong Arm | Grants "Catapult" (3d8 Bludgeoning - 60 ft Range) |
| 3 - Heavy Lifter | +5 to Athletics |
| 4 - Prehensile Limbs | +5 to Attack/Grabbing Range |
| 5 - Vicegrip | Add 1d4 Piercing to Unarmed Attacks (with fists) |
| 6 - Throwback | Grants "Absorb Elements" (1d6 Elemental/Reaction) |
Leg Feature
| Name | Description |
| 1 - Strider | +15 Walking Speed |
| 2 - Mountain Climber | +10 Jumping Height |
| 3 - Predator's Step | +5 to Stealth |
| 4 - Webbed Feet | +15 Swimming Speed |
| 5 - Stallion Kick | Use 1d10 + Strength Modifier for Unarmed Attacks (with kicks) |
| 6 - Agile | +5 to Acrobatics |
Other Feature
| Name | Description |
| 1 - Tail | Cosmetic |
| 2 - Sentient Tail | A Living, Serpentine Tail (Has pseudo-independence) |
| 3 - Wings | +15 Flying Speed |
| 4 - Fur Coat | Thick Body Hair/Fur Grants "Cold Resistance" |
| 5 - Extra Mass | Add +2 to your Strength and Constitution Modifiers, and -1 to your Dexterity Modifier and AC |
| 6 - Lean Build | Add +2 to your Dexterity Modifier and AC, and -1 to your Strength and Constitution Modifiers |
Comments
-
View User Profile
-
Send Message
Posted Jul 3, 2023Way to stagged like wtf. xD
Like it alot but like its just a little to powerfull.