Chimera Infiltrator

Chimera Infiltrators are alchemical experiments forged in hidden laboratories, blending human acumen with the predatory instincts of beasts. Each agent’s body is grafted with engineered sinew, ocular implants for night-vision, and subdermal circuits for stealth camouflage. Tasked with infiltration, reconnaissance, and lethal extraction, they operate in the shadows of war and espionage—silent, unseen, and unstoppable. Though their origins lie in secret projects, many chimeras break their bonds to carve out destinies as saboteurs, spies, or rebels.

Class Features

Hit Die d8
Primary Ability Dexterity, Intelligence
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light Armor
Weapons Simple Weapons, Shortswords, Hand Crossbows
Tools Thieves’ Tools
Skills Choose 2 from Stealth, Investigation, Acrobatics, Perception, Deception

Starting Equipment

• (a) Leather armor, two shortswords, thieves’ tools
• (b) Studded leather armor, hand crossbow with 20 bolts, dagger, thieves’ tools
• (c) Scavenged lab kit, dagger, light crossbow

Class Resources

Mutation Points 5 (Short rest)

Class Abilities

Martial Abilities

Resource Mutation Points
Predator’s Strike
Action 1 Mutation Point Level 1

A precise, lethal strike against a surprised or unaware target.

Prerequisites:

Must be unseen by target

Damage Effect
Damage: 1d6 piercing (+1d6 at 5th, +2d6 at 11th, +3d6 at 17th)
Silent Takedown
Action 2 Mutation Points Level 2

You incapacitate a single creature in melee before it can react.

Prerequisites:

Target unaware

Control Effect
Saving Throw: Constitution
Conditions: prone
Duration: 1 round
Phantom Dash
Bonus Action 1 Mutation Point Level 3

Teleport up to 20 feet in dim light or darkness, ending in melee gives advantage on one attack.

Buff Effect
Duration: Until end of turn
Rearguard Slash
Reaction 1 Mutation Point Level 5

When a creature misses you, make a melee attack against it.

Damage Effect
Damage: 1d4 slashing (+Dex mod)
Circuit Amplification
Action 2 Mutation Points Level 6

Boost stealth systems: you and allies within 10 feet gain advantage on Stealth checks.

Buff Effect
Duration: 1 minute
Silent Sweep
Action 3 Mutation Points Level 9

Unleash a quiet wave of claws in a 10-ft cone.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 slashing (+1d6 per 4 levels)
Focused Pressure Point
Bonus Action 1 Mutation Point Level 13

Strike a vital nerve to impose disadvantage on target’s next attack.

Prerequisites:

Melee weapon

Debuff Effect
Saving Throw: Constitution
Conditions: disadvantage on attacks
Duration: 1 round
Keen Strike
Action 1 Mutation Point Level 17

Gain precision: add 1d4 slashing to any melee attack.

Damage Effect
Damage: 1d4 slashing (+1d4 every 6 levels)

Transformations

Night-Vision Eyes
Permanent Level 1

Gain darkvision 60 ft and advantage on Perception in dim light.

Changes:

Darkvision 60 ft

Shifting Dermal Camo
Concentration, up to 1 hour 1 Mutation Point Level 1

Your skin shifts color and pattern to match surroundings.

Changes:

Advantage on Stealth checks

Limitations:

Cannot attack or cast spells

Padded Stealth Feet
1 hour 1 Mutation Point Level 2

Your steps are silent; difficult terrain doesn’t slow you and you leave no tracks.

Changes:

Ignore difficult terrain, Leave no tracks

Metabolic Lock
10 minutes 2 Mutation Points Level 5

Suspend vital signs to avoid detection by magic or scrying.

Changes:

Immune to magical detection

Limitations:

No healing effects can target you

Echo-Loc Circuit
Concentration, up to 1 minute 1 Mutation Point Level 4

Emit silent pulses that reveal hidden or invisible creatures in range.

Changes:

Special Actions:

Detect hidden creatures in 30 ft

Shadow Shroud
Concentration, up to 1 minute 3 Mutation Points Level 13

Bend light and sound: you become truly invisible and generate whispering echoes that disorient.

Changes:

Invisible, Enemies within 10 ft have disadvantage on Perception

Special Actions:

Haunting Whispers: enemies make Wisdom save or be frightened

Auras

Echo-Loc Circuit (Aura)
30-foot radius 1 Mutation Point per minute Level 8

Continuously scan for hidden threats.

Effect:

Hidden or invisible creatures revealed to you and allies.

Activation:

Toggle (bonus action)

This aura can be toggled on or off.

Class Features

Biomechanical Upgrades (Level 1)

You gain two Chimera Enhancements of your choice (see Transformations). You learn how to integrate alchemical grafts to augment your body.

Mutation Points (Level 1)

You have a pool of Mutation Points to fuel your abilities.

Infiltrator’s Instinct (Level 2)

You add your Intelligence modifier to initiative and to passive Perception and Investigation checks.

Predator’s Training (Level 3)

You gain proficiency in Dexterity saving throws if you aren’t already proficient.

Mutation Mastery (Level 5)

Your maximum Mutation Points increase by 1 and you regain spent points on a short rest.

Chimera Physique (Level 10)

At 10th level, you gain two additional Chimera Enhancements and can activate two at once.

Ultimate Predator (Level 18)

At 18th level, when you spend 3 or more Mutation Points on a single ability, you gain advantage on all attack rolls that turn.

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