Fighter
Base Class: Fighter

WIP

Mimicry

When you choose this archetype at 3rd level, you learn Mimic Adaptations that enhance your gear or combat prowess.

Mimic Adaptations. You learn one Mimic Adaptation of your choice, which are detailed under “Adaptations” below. Many adaptations enhance a piece of gear in some way. Adaptations gain increased effectiveness as you level. Your adaptations increase in strength at 10th, 15th, and 18th Level. You learn one additional adaptation of your choice at 7th and 15th level. 

 

Mimic's Intuition

At 3rd level, you are able to determine if an object or creature is some form of shape shifter, such as a Mimic or Changeling.

Adaptations

The adaptations are presented in alphabetical order.

Adaptive Shield

You wield a mimic in your off-hand that acts akin to a shield. On your turn, you may use a bonus action to alter the form of the shield into one of the 3 following shield types.

  • Buckler. A small shield designed for parrying. The user gains the Parry reaction to use from the Battle Master maneuvers once per long rest.
  • Heater. A medium shield designed for blocking light attacks. Gain +2 AC.
  • Tower Shield. A large shield designed for blocking light attacks. Gain +3 AC. Gain the Brace action once per long rest, reducing the next incoming attack against you by half. Your movement is halved while using this shield and cannot use any form of movement other than Walking speed.

Swapping the shield does not replenish your special actions gained from each shield type.

  • At 3rd Level. Gain a shield that can be swapped into different types of shields at will.
  • At 10th Level. Special actions from this shield now only require a short rest and gain one additional use.
  • At 15th Level. All shield forms gain +1 to AC.
  • At 18th Level. You gain the Full Coverage action. By forfeiting your turn, the shield expands into a massive 25 foot wide by 15 foot tall barricade in front of you until the start of your next turn. Any martial attacks against you or an ally within 5 feet of the shield gain disadvantage. If an attack made against you or an ally within 5 feet of the shield misses, the barricade strikes back at the creature who made the attack, dealing 2d12 Acid damage on hit. This may only be used once per long rest.

Book of Mimicreation

You gain a book of Mimic Spells, but due to the ancient writings, you must learn to decipher them. 

Spellcasting Ability

Intelligence is your spellcasting ability for your Mimic spells, since you learn your spells through study and deciphering of ancient texts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Mimic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mimic Spell Charges. Instead of normal spell slots, you gain Mimic Spell Charges. These charges can be used to cast any mimic spell. You gain Mimic Spell Charges equal to your fighter level halved and then rounded down.

  • At 3rd Level. Gain the 1st Level spell Mimic Tongue. Lash out at a target within 15 feet, dealing 1d8 Acid damage and reducing their AC by 1 for one turn. This spell's AC reduction effect cannot stack.
  • At 10th Level. Gain the 2nd Level spell Mimic's Tears. Choose a 15 foot by 15 foot area within 60 feet of you. You summon a downpour of mimic tears causing creatures to perform a Constitution saving throw. On a failed saving throw, creatures within the radius take 3d6 Acid damage and on each subsequent turn take an additional 1d6 Acid damage until they pass the saving throw. On a successful one, they take half damage and do not take any subsequent damage.
  • At 15th Level. Gain the 3rd Level spell Mimic Maw. You transform your jaw to be able to unlatch like a mimic and make an attack on an enemy creature within 5 feet of you. If you hit, the creature takes 2d6 Piercing damage and 2d6 Acid damage. If the creature dies by this spell, swallow it, healing yourself for 2d8 + your proficiency bonus.
  • At 18th Level. Gain the 5th Level spell Mimicreation. You summon a Spitting Mimic in an area you can see within 30 feet of you. It is considered an ally and will remain beside you until it dies, you dismiss it, or take a long rest. Due to it's horrid nature, enemy creatures will be more prone to attack it, forcing them to flip a coin. If heads, they must attack the mimic. Otherwise they are free to act normally. You may only cast Mimicreation once per long rest.

Due to the unstable nature of the magic from this book, every cast of Mimicreation will burn the page a little more. Once you've cast Mimicreation 10 times, the pages required to cast it will be burnt to ash, preventing you from casting it again.

Cloned Weaponry

You carry around a mimic that enjoys becoming many different forms on weaponry. You may use an action to alter the form of the mimic into a singular simple or martial weapon of your choice that you have proficiency with.

  • At 3rd Level. Gain a weapon that can shapeshift into any simple or martial weapon of your choosing. To alter the weapon's form, you must have proficiency with the weapon and must use and action to do so. The first attack made with this weapon each turn has advantage.
  • At 10th Level. This weapon's attacks are considered magical when determining resistance and immunities.
  • At 15th Level. This weapon gains the +3 effect.
  • At 18th Level. All attacks made with this weapon have advantage.

The mimic refuses to be used alongside any other weaponry. You cannot hold another weapon while wielding this weapon, and any attempts to do so will result in the mimic refusing to cooperate, turning into a small, golf ball sized object. Shields do not trigger this reaction.

Crown of Mimicry

You wear a crown made of a mimic's flesh that bores into your skull, covering your eyes and nose. You no longer see from your own eyes, but rather from the mimic's.

  • At 3rd Level. You gain Magical Darkvision up to 60 feet. While in dim light or darker you gain a +2 to Perception Checks.
  • At 10th Level. Your presence instills fear unto those near you. Any creature within 10 feet who can see your face makes the first attack roll against you, per turn, at disadvantage.
  • At 15th Level. You no longer need to breathe or eat.
  • At 18th Level. You gain Truesight up to 60 feet. Your terrifying visage grows even more so. Any creature within 10 feet who can see your face must pass a DC 15 Charisma check or be Frightened until the end of your next turn.

You cannot remove this crown for any reason, and attempts to remove this crown will result in the user's death.

Free-form Greaves

You wear twin mimics on your feet. These mimics always act in tandem and prefer to take the visual appearance of iron-clad greaves.

  • At 3rd Level. Gain twin mimics to wear as greaves. These mimics increase the user's Walking speed by 10 feet.
  • At 10th Level. Once per turn, you may take the Dash action by using a bonus action. If you end your movement within range of an enemy creature, you may make an attack against that creature. This attack gains a +2 to hit.
  • At 15th Level. The mimics sprout two small wings on either side. Gain a Flying speed of 20 feet. 
  • At 18th Level. All movement speeds are increased by 20 feet.

Mimic-plate Armor

When you choose this adaptation, you infuse your armor with a Mimic's flesh. The armor you are wearing determines the traits of the armor as well as the base AC.

  • At 3rd Level. You gain a +2 to AC.
  • At 10th Level. When you are hit by a non-magical attack, you gain resistance to the most relevant damage type until the end of your next turn. Only one resistance can be gained this way at a time.
  • At 15th Level. You gain immunity to acid damage.
  • At 18th Level. When you are hit by any attack, you gain resistance to the most relevant damage type until the end of your next turn. Only one resistance can be gained this way at a time. The attack that triggers this effect has its damage halved.

The armor becomes one with your body. You are unable to switch your armor for any reason and attempts to remove the armor will result in the user's death.

Tendril Veil

You wear a scarf-like mimic around your neck that possesses multiple elongated tongues and fall down your back similar to a small cloak. These tongues will respond to your bodily movements to aid your physicality.

  • At Level 3. Whenever you may an attack, you may use a bonus action to make a second attack with the tongues on the same target. Attacks made by the tongues count as an unarmed attack and deals 1 + your proficiency modifier Bludgeoning damage.
  • At Level 10. The tongues give you advantage on grappling. While grappling an enemy while this adaptation is chosen, they take 1d4 Acid damage at the start of their turn.
  • At Level 15. The tongues give you a Climbing speed of 20 feet.
  • At Level 18. The tongues become more sentient. Whenever you make an attack, they now attack in unison and count as a Magical Weapon for overcoming resistances and immunities. 

The scarf wears down on your life force, draining you every time it attacks. You take 1 damage every time the tongues make an attack. Once you fall to 1/10 of your maximum health rounded up, the tendrils will refuse to attack.

Additional Adaptation

At 7th Level you gain one additional adaptation.

Mimic's Cry

Starting at 7th level, you may spend an action to cause your armor to screech in blissful agony. All creatures within a 30 foot radius must pass a DC 12 + your Proficiency modifier Constitution Saving throw. On a failed save, the creature takes 2d8 Psychic Damage and becomes Deafened for 1 minute. This ability may be used once per long rest.

Improved Adaptations

At 10th level, your adaptations gain increased effectiveness. 

Improved Adaptations

Starting at 15th level, your adaptations gain increased effectiveness. You gain one additional adaptation.

Mimic Fortitude

At 15th Level you become much harder to push around. Gain advantage against effects that would knock you Prone.

Improved Adaptations

At 18th level, Your adaptations gain increased effectiveness.

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