“The Chimerist doesn’t tame monsters.
They grow them.”
Base Kit
Initial Bonus
Monster Animal Companion: The Chimerist starts play with a Monster Animal Companion. This companion uses the base stats and tiers of the standard animal companion but becomes more modified as you use your Chimerist abilities to alter it. Your Monster Animal Companion is referred to as your monster.
Callings — 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 adds Burrow to its movement
Fey Chimerist
Your 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 your monster's 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 on Melee checks against any creature 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 — You gain Scent 5, your monster gains Scent 10
Get 'Em — You direct your 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 Bloodlust's temporary hit points to 1d6
Frenzy — 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 Stench — 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 an action to make an Endurance vs Endurance 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 on your camp increases the DCs 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 Bloodlust's temporary hit points to 1d6
Chimerist's Toughness II — Gain +5hp
Primeval Monster — Your monster's attacks gain Deadly d12
Gigantic Monster — Your monster becomes Huge (3x3) and gains a natural reach of 3