Druid
Base Class: Druid

Nature is ever-changing—and so are you. As a Chimera Druid, you embody evolution itself, a shifting fusion of claws, wings, and fangs shaped by need and instinct. You are no mere guardian of the wild; you are its apex expression. To face you is to confront nature’s most relentless truth: only the adaptable survive.

Level 3: Wild Mutation

As an action, you can expend a use of your Wild Shape to mutate instead of transforming into a beast. You gain temporary hit points equal to 3 × your druid level and the following benefits for 10 minutes, or until you use Wild Shape again:

  • You grow claws (1d6 slashing damage, finesse, natural weapon).
  • As a bonus action, you can expend a spell slot to regain 1d4 hit points and 1d4 temporary hit points per level of the spell slot (up to your temporary hit point maximum).
  • Until the start of your next turn, when you expend a spell slot, your cantrips and claw attacks deal extra damage equal to the slot level.

Level 6: Greater Mutation

Choose one of the following mutations whenever you use Wild Mutation. You may change your selection on a short rest:

Aggression

Aggression: When you take the Attack action, you can attack twice. Your claw attacks deal an additional 1d4 poison damage.

Chromatophors

Chromatophores: When you take the Dodge or Disengage action, or score a critical hit, you become invisible until the end of your next turn.

Primal Casting

Primal Casting: Your druid spells of 2nd level or lower are cast as if using a slot one level higher. Your druid cantrips deal one additional damage die.

Level 10: Chimeric Howl

As an action, unleash a monstrous howl in a 60-foot cone. Each creature in the area must make a Constitution saving throw against your spell save DC.

On a failed save, a creature takes 10d8 thunder, force, or psychic damage (your choice) and is frightened until the end of its next turn. On a success, the creature takes half damage and is not frightened.

You regain use of this feature after a short or long rest.

Level 14: Full Mutation

Choose one of the following final mutations whenever you use Wild Mutation. You may change your selection on a short rest:

Adaptive Membranes

Adaptive Membranes: When you take damage, you can use your reaction to gain resistance to that damage type until the start of your next turn.

Advanced Sight

Advanced Sight: You gain truesight out to 60 feet.

Sprout Wings

Sprout Wings: You gain a flying speed equal to twice your walking speed.

Previous Versions

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