Base Class: Wizard
Many strange creatures were originally created by wizards magically combining different beasts. The owlbear, the griffon, and the creature commonly known as a chimera, are actually all chimeras created by the fusion of other creatures. Fusing together different creatures and summoning the result involves a focus on the Transmutation and Conjuration schools.
Determining what creature is created by the fusing of different beings is complex, and you should work with your DM to figure out what is appropriate for what you plan to create. Consult the rules for creating Homebrew monsters in the Dungeon Master's Guide as well. Below are some guidelines for the fusions of beasts.
Choose one of the creatures to make up the frame of the chimera. This creature determines the chimera's size, movement speed, and ability scores. You may choose one ability score from each creature that does not make up the frame of the chimera, and use it for the corresponding ability score of the chimera. Choose up to one special ability from the stat block of each creature used to create your chimera. If your chimera adopts body parts that grant a creature a climbing, swimming, or flying speed, your chimera may use this speed. However, if your chimera is one size larger than the original creature, this speed is halved. If your chimera is two sizes larger, or more, it cannot benefit from that creature's special movement speeds.
Chimera Familiar
When you choose this school at 2nd level, you add the find familiar spell to your spellbook if it is not there already. When you cast find familiar using a spell slot you can create a unique creature that is a combination of beasts. To do this, you must supply additional material components in the form of two living beasts, both of which are consumed by the spell. Cast at 1st level, these beasts must have a CR no greater than 1/8, and a size no greater than small.
When you cast find familiar in this way the creature created is considered a monstrosity instead of a fey or fiend. The chimera has some features from each of the beasts that were used when casting the spell, with this in mind you determine the chimera's appearance and what physical features it has from each creature. When the chimera drops to 0 hit points it dies and leaves behind its corpse and will not reappear if you cast the spell again.
After 24 hours, or if you cast find familiar again, the magic keeping the chimera under your control fades. If you have treated it poorly it may be hostile towards you. Even if you treat your chimera well it will not fight for you unless it is under your direct control as a familiar, otherwise it will probably just wander off. As an action you can expend a spell slot of the same level you used to create the chimera to regain or extend your control over it for 24 hours.
At Higher Levels. When you cast find familiar at higher levels you can create more powerful chimeras. The table below shows the maximum size and challenge rating of creatures you can use to create chimeras. As with all monsters, the type of hit die of the creature is determined by its size, and the number of hit dice is equal to the level of the spell used to create it.
|
Spell Level |
Max. CR |
Max. Size |
Example |
|
1st |
1/8 |
Small |
|
|
2nd |
1/4 |
Medium |
|
|
3rd |
1/2 |
Large |
|
|
4th |
1 |
Large |
|
|
5th |
2 |
Large |
|
|
6th |
3 |
Large |
|
|
7th |
4 |
Huge |
Chimera Attack
Chimeras you create can lash out with poisonous barbed tails, bite with searing fangs, or tear with razor sharp talons. Your chimeras can attack with whatever natural weapons or abilities they adopt from the beasts you used to create them. If the size of the chimera is larger than the size of the beast the attack originates from, increase the damage die for each size larger the chimera is than the beast. If the chimera is smaller than the original beast, reduce the size of the damage die in the same way.
You can use a bonus action to allow the monstrosity you have summoned to make one attack with its reaction. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Chimera Garden
At 6th level, you add the rope trick spell to your spellbook if it is not there already. The extradimensional space made accessible is the pocket dimension where you dismiss chimeras created by your find familiar spell. Your chimeras will always obey your commands and act friendly towards you and your allies while in this space. The appearance of this dimension is determined by you, and the area will grow large enough to hold up to three chimeras of any size that you have stored in it. Your chimeras will stay in this space, but any other objects or creatures will fall out of it when rope trick ends.
You can utilize the advantages different creatures have in different situations. When you use an action to dismiss one chimera to the pocket dimension you can use a bonus action to cause a different chimera stored in the pocket dimension to appear in any unoccupied space within 30 feet of you.
As long as you have established your control over the chimera you are summoning in the past 24 hours you do not need to spend a spell slot to summon it. If you attempt to have multiple chimeras outside the pocket dimension without dismissing your current familiar your connection to that chimera will be broken. If in the past 24 hours you have not established control over the chimera you wish to summon you may spend the appropriate spell slot to do so as part of the action or bonus action used to summon it.
Chimera Defense
Beginning at 10th level, your Chimeras can defend you from melee attacks. When you are hit with melee attack, if the chimera acting as your familiar is within five feet of you, you can use your reaction to command the chimera to take the damage instead of you.
Legendary Chimeras
Starting at level 14, you can create creatures of myth. You gain the ability to create a chimera from 3 creatures. Also, you may use dragons to create chimeras, in addition to beasts. Stealing a Red Dragon Wyrmling from a mother dragon's nest is a dangerous task, but a chance to create a powerful chimera under your control might be reason enough to tempt fate.
Additionally, when you create a chimera with an 8th level spell slot you can increase one ability score of your chimera by 2, or you can increase two ability scores of your chimera by 1. If you use a 9th level spell slot you can do this twice to the chimera created. You can’t increase a chimera's ability score above 24 using this feature.
Previous Versions
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2/11/2020 4:05:11 PM
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Alpha 1. Need to rewrite.
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2/11/2020 9:29:30 PM
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Beta
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Coming Soon
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7/31/2020 3:20:37 PM
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Coming Soon
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