Homebrew Chimera Species Details
Chimeras are mostly human in appearance but have some features of the creature they were fused with. The occupants of this race were once human but the dark arts fused human with creature. Typically Chimeras live in small reclusive villages. New chimeras come into this world true natural methods but are also still created through evil magics. Chimeras can be found of just about every type of beast and monster.
Thank you ScorchSenpai for your suggestions on how to change this race.
Age: Less than a century (same as humans).
Alignment: Chimeras don't lean towards any particular alignment.
Size: Chimera tend to be the same size as humans.
Speed: 30 feet
Languages: You speak, read, and write common as well as one other language of your choosing.
Chimera Traits
Has the following traits.Eye of the Beast
Your beast blood gives you darkvision up to 60 feet
Perceptive
The heightened sense that comes from the beast blood in your veins allows you to be proficient in perception.
Good Health
You gain a plus 1 to your constitution ability score.
Varied Abilities
You human origins allows you to be good in whatever you desire. Add +1 to any ability scores of your choice.
Mutated DNA
Your heightened immune system makes you resistant to disease and poison. You gain advantage on saves against disease and poison.
Beast Form
You harness the beast in your blood to change into your respective creature in you for 1 hour. You may do this 2 times per long rest.
While you are transformed, the following rules apply:
- Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.
- When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
- You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
- You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Bear
Your blood has been fused with that of a bear.
Strong
The bear in you gives you natural muscle. You gain a plus 1 to your strength ability score.
Durable Hide
Your bear origins has toughened your skin. When calculating you AC you may calculate it as AC=13+DEX mod. At level 1 and as you level up you gain a +1 additional HP.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Proficiency
Your are proficient in athletics.
Progression
Your DM can allow the progression of different bear beast forms as your level progresses or select one type to keep you at forever. Progression levels should also be discussed between you and your DM.
Snake
Your blood has been fused with that of a snake.
Dexterous
Your snake blood makes you quicker. You gain a plus 1 to your dexterity score.
Envenomate
Your fangs are a natural weapon that deal 1d4+DEX (or STR) piercing damage, you are proficient with them and can use either Strength or Dexterity when calculating your bonus to hit, in addition, you can force the target to make a CON save where the DC is equal to 8+your proficiency bonus+your CON modifier. On a failure, the target takes 2d4+CON mod poison damage and becomes poisoned for 1 minute and makes CON saves at the end of each of its turns, on failures following these end of turn CON saves the target takes 1d4+CON poison damage. On any success, the target takes half damage from the poison and is poisoned until the start of its next turn. When you use your Envenomate Trait, you cannot use it until you take a short or long rest.
Proficiency
You are proficient in persuasion.
Progression
Your DM can allow the progression of different snake beast forms as your level progresses or select one type to keep you at forever. Progression levels should also be discussed between you and your DM.
Wolf
Your blood and DNA have been fused with that of a wolf.
Dexterous
Your wolf blood makes you quicker. You gain a plus 1 to your dexterity ability score.
Natural Hunter
The tracking skills of a wolf comes naturally to you. You gain proficiency in the Survival skill and whenever you make a (WIS) survival check to track a creature, you roll with advantage and you may track them at a fast traveling pace.
Natural Weapon
You instincts tell you where to hit to maximize your damage output on injured enemies. When you hit with a weapon based attack against an enemy who doesn't have their maximum HP, you deal an additional 1d4 of that weapon's damage type.
Progression
Your DM can allow the progression of different wolf beast forms as your level progresses or select one type to keep you at forever. Progression levels should also be discussed between you and your DM.
Previous Versions
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Comments
Wow, this seems oddly similar to my friend's homebrew chimera race
Ummm none of the creatures you can transform into have legendary actions or lair actions......
So it's just the Druid's Wildshape plus you can randomly add as many attribute points as you feel like. What the hell.