![]() Slam: Your Monstrous Form has a 1d6+Str bludgeoning natural melee weapon. HP: (Monstrous Form's Constitution modifier + 4)x Druid LevelĪC: 10 + Monstrous Form's Dexterity modifier + your Proficiency Bonus The base statblock for your Monstrous Form is displayed below: As with Wild Shape, you retain your mental stats, and cannot cast spells in this form. Terrible TransformationĪlso starting at 2nd level, as an action, you may expend a use of your Wild Shape and undergo a terrible transformation into a Monstrous Form, as if Wild Shaped. The creature understands you only if the two of you share a language. You can speak telepathically to any creature within 30 feet of you. While you are deafened, you cannot use this blindsight. If you end your turn inside an object, you take 1d10 damage. You gain a burrowing speed equal to your walking speed. Your tail regrows at the end of a long rest. However, the tail automatically dies at the start of your next turn. A detached tail has 10 HP and 20 AC, and while it is alive, hostile creatures within 10 feet have disadvantage to hit anything but the tail. You have a tail, which you can detach as an action once per long rest. You have advantage on Constitution saves to maintain your concentration. You gain resistance to your choice of fire, ice, lightning, or acid damage. You have advantage on Stealth (Dexterity) checks to hide. You gain a swimming speed equal to your walking speed. While you are not wearing armor, your AC equals 13 + your Dexterity modifier. One of your hands is replaced with a natural weapon, which counts as an Unarmed Attack and deals 2d6 damage. You gain a climbing speed equal to your walking speed. You can cast Speak With Animals without expending a spell slot. You can use weapons you are proficient with while transformed, such as via Wild Shape. You have advantage on Strength and Dexterity saves to avoid being knocked prone. You cannot regrow limbs removed by fire, acid, or magical weapons. ![]() You count as one size larger for grappling and determining carrying capacity. Your body becomes more capable of sustaining heavy loads. In addition, you gain 30 feet of Darkvision, even while transformed. You treat lightly obscured areas as unobscured, and heavily obscured areas as lightly obscured. Your eyes can manually adjust themselves. ![]() As an action, you may jump up to 3x your jumping distance. Your leg muscles strengthen, allowing for powerful bursts of movement. You gain advantage on Perception (Wisdom) checks that rely on hearing and smell. Your nose and ears sharpen to pick up details that would otherwise be missed. You may adjust your light output as a bonus action. You emit 15 feet of bright light and an additional 15 feet of dim light. You may exchange one choice of Chimeric Mutation for another Chimeric Mutation when you level up. ![]() You gain an additional Chimeric Mutation at level 6, 10 and 14. Select two of the following Chimeric Mutations. Starting at 2nd level, your body transforms, granting additional physical capabilities in your base form as well as in any transformations. 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. Each and every creature in that particular area should make a DC 15 Dexterity saving throw and also it is taking 31 (7d8) fire damage on one of its failed saves, or else half as much damage on a successful one too.Circle of the Chimera - 5E Druid Subclass Homebrew by Nines Mistakes of Creation Hit: 11 (2d6 + 4) slashing damage.įire Breath (Recharge 5-6): Actually, the dragon head can exhale some fire within a 15-foot cone. Hit: 10 (1d12 + 4) bludgeoning damage.Ĭlaws: While using this claws attacks the monster can make a Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Horns: By using this monster’s horns it can make a Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
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