JNAProductions
2020-12-03, 08:22 PM
Way Of The Chimera
Those who follow the Way of the Chimera are, generally, not quite right in the head. It requires a sense of discordance in one's self, a willingness to be other than that which you are. Those who master it have unparalleled flexibility and power-but at what cost?
Chimeric Apparition
Beginning at 3rd level your ability to compartmentalize your mind allows you to channel Ki in a new way.
By spending a point of Ki as a Bonus action you cause two spectral heads to appear. They can take the form of a goat, lion, or dragon. The heads stay manifested for 10 minutes and each provides a different benefit. You decide which two heads appear at the time you use this action. You can dismiss the heads with an action.
Lion. Your unarmed strikes can deal slashing damage. When you use your Flurry of Blows the Lion lets out a ferocious Roar and targets hit by your flurry must succeed on a Charisma save vs your Ki DC or be frightened of you until the end of your next turn.
Goat. You gain a climb speed equal to your speed. When you move at least 10 feet in a straight line before attacking an enemy you deal additional bludgeoning damage equal to your Martial Arts die.
Dragon. Choose Fire, Cold, Lightning, Acid, or Poison. At the start of your turn a foe within 5 feet of you must succeed on a dexterity save vs your Ki DC or suffer damage of the chosen type equal to 2 rolls of your Martial Arts Die as the Dragon head lets forth a burst of elemental breath. When you use your Step of the Wind Feature you gain a fly speed equal to your speed until the end of your turn. If you do not end your turn in a space that can support you, you fall.
Chimeric Mind
At level six, you learn to dissociate from one's self. You gain advantage on saves against being charmed or frightened.
Chimeric Form
At level six, you are able to cast Alter Self at-will.
Biological Tinkerer
At level eleven, you learn to modify yourself further when using Alter Self. It no longer requires concentration, and you may spend two ki when casting the spell to gain two different effects, rather than one.
Additionally, you gain the following options for that spell:
Spines Of The Manticore
You can create a ridge of spines along your body, capable of being used in melee or thrown as a projectile. These spines work as daggers, save for having their throwing range doubled and counting as an unarmed strike.
Armored Shell
You gain +2 to AC.
Elongated Limbs
Your reach increases by 5'.
Soul Of Many
At level seventeen, you are permanently under the effects of Alter Self. You may switch what option you are using as a bonus action. As part of that action, you may spend one ki to select an additional option to take effect for the next hour, or three ki to pick a total of three different options.
Not totally satisfied with this, but it's worth posting for critique, at least.
Those who follow the Way of the Chimera are, generally, not quite right in the head. It requires a sense of discordance in one's self, a willingness to be other than that which you are. Those who master it have unparalleled flexibility and power-but at what cost?
Chimeric Apparition
Beginning at 3rd level your ability to compartmentalize your mind allows you to channel Ki in a new way.
By spending a point of Ki as a Bonus action you cause two spectral heads to appear. They can take the form of a goat, lion, or dragon. The heads stay manifested for 10 minutes and each provides a different benefit. You decide which two heads appear at the time you use this action. You can dismiss the heads with an action.
Lion. Your unarmed strikes can deal slashing damage. When you use your Flurry of Blows the Lion lets out a ferocious Roar and targets hit by your flurry must succeed on a Charisma save vs your Ki DC or be frightened of you until the end of your next turn.
Goat. You gain a climb speed equal to your speed. When you move at least 10 feet in a straight line before attacking an enemy you deal additional bludgeoning damage equal to your Martial Arts die.
Dragon. Choose Fire, Cold, Lightning, Acid, or Poison. At the start of your turn a foe within 5 feet of you must succeed on a dexterity save vs your Ki DC or suffer damage of the chosen type equal to 2 rolls of your Martial Arts Die as the Dragon head lets forth a burst of elemental breath. When you use your Step of the Wind Feature you gain a fly speed equal to your speed until the end of your turn. If you do not end your turn in a space that can support you, you fall.
Chimeric Mind
At level six, you learn to dissociate from one's self. You gain advantage on saves against being charmed or frightened.
Chimeric Form
At level six, you are able to cast Alter Self at-will.
Biological Tinkerer
At level eleven, you learn to modify yourself further when using Alter Self. It no longer requires concentration, and you may spend two ki when casting the spell to gain two different effects, rather than one.
Additionally, you gain the following options for that spell:
Spines Of The Manticore
You can create a ridge of spines along your body, capable of being used in melee or thrown as a projectile. These spines work as daggers, save for having their throwing range doubled and counting as an unarmed strike.
Armored Shell
You gain +2 to AC.
Elongated Limbs
Your reach increases by 5'.
Soul Of Many
At level seventeen, you are permanently under the effects of Alter Self. You may switch what option you are using as a bonus action. As part of that action, you may spend one ki to select an additional option to take effect for the next hour, or three ki to pick a total of three different options.
Not totally satisfied with this, but it's worth posting for critique, at least.