Chimerist (base kit) 50xp
Base Kit: +5hp; Monster Animal Companion
Initial Bonus: +5hp; Proficient in Intimidation skill; Free Calling
The Chimerist starts play with a "Monster Animal Companion", this companion uses the base stats and tiers as the base animal companion, but will become more modified as you use your Chimerist abilities to alter your monster. You monster animal companion will be referred to as your monster.
Calling (10xp)
Beast Chimerist: Your monster is a beast and adds Climb to its movement
Dragon Chimerist: Your monster is a dragon and adds Fly to its movement
Plant Chimerist: Your monster is a plant and add Burrow to its movement
Fey Chimerist: You monster is a Fey and adds Teleport to its movement
Abomination Chimerist: Your monster is an Abomination and adds Swim to its movement
Tier I (5xp)
Versatile Attack: One of you monsters attacks adds slicing, stabbing, or smashing to its damage trait.
Warrior Chimerist: Gain proficiency in either Melee or Athletics
Hunter Chimerist: Gain proficiency in either Endurance or Thrown
Fearsome Chimerist: Gain proficiency in Intimidation or Vigilance
Bloodlust: Until the start of your next turn, if your monster deals damage with a successful Melee check it can spend 1★ to gain 1d4 temporary hit points.
Tier II (10xp)
Monster Lore: Gain proficiency in either Elemental, Nature, or Occult
Pack Hunt: Both you and your monster gain advantage to Melee checks against any creature that you're both within reach of
Circle your Prey: When you take a move action your monster may move 1 as a free action
Predatory Senses: Your Chimerist gains Scent 5, your monster gains Scent 10
Get 'em: You direct you monster to go for the kill, their next attack deals 1d6 bleed
Tier III (15xp)
Ferocious Monster: Your monster grows, becoming large (2x2) and gains a natural reach of 2
Chimerist's Toughness I: Gain +5hp
<!-- -->
Improved Bloodlust: Increase the temporary hit points to 1d6<!-- -->
Frezy: Your monster can spend a reaction to make Melee checks with their secondary attack. RAP does not increase until after both attacks are made

Gory Stentch: Your monster is covered in blood and gore. Any enemy with the scent ability raises the DC +1 when making skill checks within Range 3 of your monster. The target can spend and action to make an Edurance vs Endurace check to end the effect
Tier IV (20xp)
Ferocious Hunter: Increase both you and your monster's advantage by +1
What is That?: Your monster snores loudly in its sleep, any creature sneaking up to your camp increases the DC's of all their checks by +1 until your monster wakes up
Inner Monster: Make a Melee check and gain the benefits of Bloodlust, Improved Bloodlust, or Greater Bloodlust
Terrifying Monster: Your monster can use its Strength instead of its Charisma when making an Intimidation check
Tier V (25xp)
Greater Bloodlust: Increase the temporary hit points to 1d6
Chimerist's Toughness II: Gain +5hp
Primeval Monster: Your monsters attacks gain Deadly d12
Gigantic Monster: Your monster becomes huge (3x3) and gains a natural reach of 3