Chimera (5e Race)
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The chimera are a cursed race of travelers who constantly must move their homes or face the wrath of an ancient deity.
Chimera are one of the most unique and varied races in terms of physical appearance. Thy have a human-like body and head with the exception of their faces, which look similar to that of a reptile or in many cases a dragon. Scales cover their torso and arms as well as a spear-tipped tail. Their legs are covered in goat-like hair and they have hooved feet. Their long, almost elf-like ears point behind them and they have varying types of horns growing from the back or top of their head. Their scales vary in color greatly, as does their hair.
The Chimera are a nomadic race of merchants and alchemists. After their race acquired the forbidden knowledge of alchemical magic they were cursed by one of the gods of the land to become the hybrid abominations they are now. Along with their monstrous appearance they were warned that if they were ever to stay in one place for more than a month they were to suffer a great catastrophe, and thus they travel through the lands from city to city. Due to their curse many seek out professions such as archaeology, and of course, adventuring.
Chimera live on the road. They have decent relationships with many other races and act almost as mediators between them in some cases.
Chimera often have similar naming customs of the cultures around them, as such it is recommended that if you decide to play one that you look on the naming tables for those of the nearby races, such as humans.
A cursed race of travelers who constantly must move their homes or face the wrath of an ancient deity.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Chimera age at around the same rate as humans and mature at 18. They often outlive humans by several years, having a lifespan of about 100 years.
Alignment. Chimera tend to be more chaotic due to their wanderer-type lifestyle. They rarely assume evil alignments for unspecific reasons, however as with any race there are exceptions.
Size. Chimera are slightly taller than humans but not to a huge extent. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Traveler's Proficiencies. You gain proficiency in land vehicles.
Alchemical Resilience. You have advantage on any Wisdom (Medicine) or Intelligence (Arcana) check to determine the nature of any potion or poison that you can see within 10 feet of you. In addition, you have advantage on saving throws against being poisoned.
Magical Buffer. Whenever you receive damage from a spell you may use a reaction to gain resistance to that damage type until the end of your next turn. You may not use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|4′ 10″||+1d12||140 lb.||× (3) lb.|
*Height = base height + height modifier
When creating a chimera character, you may use the following table to further determine physical characteristics if you so choose.
|1||Small and curled, like that of a mountain-goat.|
|2||Large and curled, like that of a big-horned sheep.|
|3||Straight, like that of a bronze dragon.|
|4||Short and slightly curved upward, like that of a bull.|
|5||Long and slightly curved forward, like that of a black dragon.|
|6||Small and forked, growing upwards, like that of a young stag.|
|7||None, you are one of the few of your race without horns. This may result in ridicule depending on the setting.|
|8||Your horns don't match. Roll twice on the table, re-rolling any additional 8s rolled. If you roll a 7 you only have horns on one side of your head, or no horns if you roll a 7 twice. As above you may be subject to ridicule depending on your setting.|