Druid
Base Class: Druid

Not all that lives is natural. Whether by choice or by accident, druids of the Circle of the Chimera have been exposed to magic, toxins, or other mutagens, triggering an unnatural growth of monstrous capabilities.

Chimera Form

At 3rd level, you can use a Bonus Action to expend a use of your Wild Shape feature to take on a Chimera Form, rather than transforming into a Beast. While in your Chimera Form, you retain your game statics, but your body becomes an amalgamation of monstrous parts. The form last for 10 minutes and it ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

While in this form, you delevop brutal natural weapons, such as a pair of gnarled horns, serrated teeth, or jagged claws, which you can use to make unarmed strikes. You can use your Wisdom modifier for the attack rolls and damage rolls of these weapons, which deals 1d6 damage. The damage is Blundgeoning, Piercing or Slashing (your choice when you assume the form). The damage increases when you reach 5th level(1d8), 11th level (1d10), and 17th level (1d12).

In addition, whenever you assume your Chimera Form, you gain your choice of two of the following monstrous traits, which last for the duration of the transformation:

Amphibious. You grow a set of gills, and fins appear on your body. you can breathe both air and water, and gain a Swim Speed equal to your Walk Speed.

Barbed Hide. Hooked spines emerge from your skin. The first time on each turn that a creature within 5 feet of you hits you with a melee attack, the creature takes 1d6 Piercing damage.

Natural Armour. Your skin hardens into tough scales. When you aren't wearing armour, your base AC is 13 plus your Wisdom modifier. A shield's benefits apply as normal while you use your natural armour.

Spider Climb. Microscopic bristles form along your skin. You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Amphibious

You grow a set of gills, and fins appear on your body. you can breathe both air and water, and gain a Swim Speed equal to your Walk Speed.

Barbed Hide

Hooked spines emerge from your skin. The first time on each turn that a creature within 5 feet of you hits you with a melee attack, the creature takes 1d6 Piercing damage.

Natural Armour

Your skin hardens into tough scales. When you aren't wearing armour, your base AC is 13 plus your Wisdom modifier. A shield's benefits apply as normal while you use your natural armour.

Spider Climb

Microscopic bristles form along your skin. You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Level 3: Immutable Form

At 3rd level, you have Advantage on saving throws against spells that would alter your form, such as Polymorph.

Combat Adaptation

At 6th level, you can attack twice with the natural weapons granted by your Chimera Form feature, instead of once, whenever you take the Attack action on your turn. Additionnally, your natural weapons count as magical for the purpose of overcoming resistance and imminunity to nonmagical attacks and damage.

Level 10: Biomantic Enhancement

At 10th level, you learn to adopt a new set of traits. Whenever you assume your chimeric form, you also gain two of the following monstrous traits while in the form:

Adhesive. A layer of mucus envelops your skin. Whenever a Large or smaller creature hits you with an attack, it must succeed on a Strength saving throw against your spell save DC or become Grappled by you. Ability checks made to escape this grapple have Disadvantage.

Blindsight. A pair of antennae grow from the top of your head. You have Blindsight out to a range of 30 feet.

Limited Flight. You sprout a set of wings from your back. You gain a Fly Speed equal to your Walk Speed, but you fall if you end your turn in the air and nothing else is holding you aloft.

Regeneration. Your metabolism hastens greatly. You regain a number of Hit Points equal to your Wisdom modifier at the start of each of your turns if you have fewer than half of your Hit Points maximum. You don't gain this benefit if you have 0 Hit Points.

Stench. You secrete a foul odour. Whenever a creature starts its turn within 5 feet of you, it must succeed on a Constitution saving throw against your spell save DC or be Poisoned until the end of its next turn.

Adhesive

A layer of mucus envelops your skin. Whenever a Large or smaller creature hits you with an attack, it must succeed on a Strength saving throw against your spell save DC or become Grappled by you. Ability checks made to escape this grapple have Disadvantage.

Blindsight

A pair of antennae grow from the top of your head. You have Blindsight out to a range of 30 feet.

Limited Flight

You sprout a set of wings from your back. You gain a Fly Speed equal to your Walk Speed, but you fall if you end your turn in the air and nothing else is holding you aloft.

Regeneration

Your metabolism hastens greatly. You regain a number of Hit Points equal to your Wisdom modifier at the start of each of your turns if you have fewer than half of your Hit Points maximum. You don't gain this benefit if you have 0 Hit Points.

Stench

You secrete a foul odour. Whenever a creature starts its turn within 5 feet of you, it must succeed on a Constitution saving throw against your spell save DC or be Poisoned until the end of its next turn.

Level 14: Chimeric Form

At 14th level, you have reached new heights of biological  enhancement. While you are in your chimeric form you can use any of the following monstrous traits:

Breath Weapon. You can use your action to unleash a gout of elemental energy in a 30-foot cone or a 60-foot line (your choice). Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much damage on a successful one. This damage type is your choice of Acid, Cold, Fire, Lightning, or Poison.

Displacement. When a creature you can see makes an attack against you, you can use your reaction to project an illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Petrifying Gaze. You can use your Bonus Action to turn a creature you can see within 30 feet into stone with a glare. If the target's body is made of flesh and its CR is equal to or lower than your Druid level, it must make a Constitution saving throw against your spell save DC. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature Restrained by this ability must make another Constitution saving throw at the end of its turn. On a failed save, it is turned to stone and becomes Petrified until the end of its next turn, or until freed by the Greater Restoration spell or other magic. On a successful save, it stops being Restrained.

Reflective Carapace. When a creature you can see within 60 feet casts a spell of 5th-level or lower that targets you or includes you in its area of effect, you can use your reaction to negate the spell's effects against you. If you do so, you can attempt to reflect the spell back at the caster. Make a Wisdom ability check, with the DC equal to 10 + the spell's level. On a successful check, you can cast the spell as part of the same reaction without expending spell slots or material components. The spell uses your own spell save DC or spell attack modifier.

Once you use one of these abilities, you can't use any of the abilities again until you finish a short or long rest, unless you expend a use of your Wild Shape feature to do so.

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