Homebrew Chimera Species Details

Chimera are of varying anatomies due to their abilities to rapidly make permanent adaptations to their birth environments. They are each unique in their own way, and hold a wide variety of traits, which allows them to spread across the world.

The first Chimera are predicted to have either been born from the planar energies of the Astral Sea, or the spelljamming magic used to traverse Wildspace. Due to their nature, they will often specialize in certain skill sets, and are prone to hyperfixation. Examples of this include fire-breathing acrobats, gritty desert survivalists, and toxic rangers with an attachment to sewer rats. Due to their rarity in the Inner Planes, they are mistaken for monsters unfortunately often, which leads to fear, confusion, and hunts against them. In the Outer Planes, they will often find demiplanes to make their homes, joining together as Clans that can be distinguished by shared adaptations.

Chimera Traits

A versatile and flexible race focused around a set of interchangeable options.

Ability Score Increase

Your choice of Intelligence, Wisdom, or Charisma score increases by 1, and your choice of Strength, Constitution, or Dexterity increase by 1.

Language

You can speak, understand, and read Common, and two other languages.

Chimeric

You gain the option of several features, from which you can choose three:

  • Active Camouflage: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Aerial Expertise: When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. You can’t use this if you’re wearing medium or heavy armor.
  • Aerodynamic: Your base walking speed increases to 35 feet.
  • Aquatic Expertise: You gain the ability to breathe both air and water, along with a swimming speed equal to your walking speed. You can’t use this swimming speed if you’re wearing medium or heavy armor.
  • Arctic Expertise: You are not penalized by snowy and icy terrain, and gain advantage on Acrobatics checks made while in it.
  • Bioluminescence: Gain Proficiency in the Deception skill. You gain the ability to cast the Dancing Lights Cantrip.
  • Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Imposing Presence: You gain Proficiency in the Intimidation and Persuasion skills.
  • Natura Tongue: You gain the ability to speak, understand, and read two additional languages of your choice. Additionally, you gain the ability to speak with small beasts. At 5th level, you gain the ability to cast Tongues for free, and regain the ability to do so upon completing a long rest.
  • Neurotoxin: When dealing acid or poison damage, you can cause the attack or spell to deal extra damage to the creature equal to your level and ignoring any resistances. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Shed Skin: When you become the target of an attack, you use your reaction to increase your AC by an amount equal to your Proficiency bonus for the rest of the turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Spider Climb: You gain a climbing speed equal to your walking speed, and can move freely along vertical surfaces and ceilings. You can’t use this climbing speed if you’re wearing medium or heavy armor.
  • Toughness: You gain one additional hit point for every level you have.

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