Wizard
Base Class: Wizard

You have spent most of your life studying creatures. How they move, how they think, how they live; it has always fascinated you to no end. After watching these creatures for so long you wondered, "What if I could make them better?" ...It all went down hill from there.

The School of Amalgamation is wrapped in much skepticism and controversy. Does one being truly have the right to play god and twist nature to such a degree? You have decided yes, yes you do. As a practitioner of Amalgamation you have learned how to not only combine creatures into unholy and unnatural abominations, but have learned to do the same to yourself and your friends! 

Amalgamist's Chimera

Starting at 2nd level when you select this school, you can combine up to 3 non-magical creatures whose combined challenge rating is equal to or less than your wizard level into a Chimera. It is friendly to you and your companions, and it obeys your commands. Work with your DM to create the stat block of the Chimera you have created based on the creatures that you combined. The Chimera's specific appearance is up to the Amalgamist but must be a combination of the creatures that were used to create it.

In combat, the Chimera shares your initiative count, but it takes its turn immediately after yours. It can move and use its actions and reaction on its own, but will listen to any order that you give it. If an order is not given, the Chimera will use it's turn to attack the nearest creature which is hostile to you.

At the end of a long rest, you can create a new Chimera if you have the requisite creatures. If you already have a Chimera from this feature, the first one immediately goes into a frenzy and attacks anything within site. The Chimera also frenzies if you die.

Sculptor of Flesh

By taking one hour, you can use your mastery over flesh to permanently change the appearance of yourself or another willing creature. You determine the specifics of the changes, including coloration, hair length, and sex. You can also adjust height and weight, but not so much that a creatures size changes. You can’t duplicate the appearance of a creature you’ve never seen, and you must sculpt the form to one that has the same basic arrangement of limbs.

Any alterations made are permanent until you use this feature again to revert the changes. If you instead take on a new appearance, you must succeed on an intelligence saving throw. On a failed save you will forget how to revert yourself (or the one you are altering) back to their original form.

Self Augmentation

You have learned even more about beasts than you ever thought possible! You gain the ability to take on the abilities, and by extension the body parts, of the beasts that you kill. After defeating a creature that posses a special trait (EX: darkvision, blindsight, water breathing, flight) you can take the body part of that allows this trait and either add it to yourself or, in the case of a body part that you already posses, use it to replace one of your own. You can do this a number of times equal to your INT modifier (Minimum of twice).

Once you have done this the maximum amount of times you will have to remove one of the parts you have attached, lest you become more beast than Wizard and loose yourself.

Fortification of Flesh

You've learned how weak the flesh can be. You think you can fix that! As an action, you can magically enhance the flesh of the squishy creatures around you. Choose a number of creatures equal to your INT modifier (minimum of 1) within 30 feet. You grant these creatures resistance to all bludgeoning, piercing and slashing damage for 1 minute.

Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

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