Base Class: Fighter
Those who walk the path of the Mimic Knight are unusual indeed. Instead of fearing or slaying Mimics, these Fighters have learned to embrace the power of change that resides within the Mimics and live in unison with them. They carry with them a special bonded Mimic that is attached to them spiritually. Mimic Knights can use these special Mimics to enhance their own prowess both in and out of combat. Although often finding scorn or disdain for their odd appearance, an experienced Mimic Knight is a terrifying sight, wielding living weapons, armor, and shields.
Mimic Bond
Beginning when you choose this archetype at 3rd level, you gain a friendly Mimic. After every short rest, you may command the Mimic to shapeshift into a nonmagical weapon, set of armor, or shield, provided that you are proficient with it.
Weapon. While shapeshifted into a weapon, the mimic acts as a magical weapon with +1 to attack and damage rolls. Successful attack rolls made with the Mimic deal a bonus 1d6 acid damage. The mimic has an AC of 14 and a number of hit points equal to half of your Fighter level, rounded down. You may use a reaction to direct one attack roll against yourself onto the Mimic, negating all damage to yourself and moving it to the Mimic. If the Mimic's hit points drop to 0, it is temporarily destroyed and cannot be reformed until the next short rest. While destroyed, the mimic cannot be used to attack.
Armor. While shapeshifted into armor, the mimic acts as magical armor with an AC of 17. you may use a bonus action to command your mimic to Grapple any creature or object within 5 ft. of you. When grappling with the armor, both of your hands are free. The mimic has an AC of 17 and a number of hit points equal to your Fighter level. You may use a reaction to direct one attack roll against yourself onto the Mimic, negating all damage to yourself and moving it to the Mimic. If the Mimic's hit points drop to 0, it is temporarily destroyed and cannot be reformed until the next short rest. While destroyed, the mimic provides no AC and cannot be used to Grapple an opponent.
Shield. While shapeshifted into a shield, the mimic acts as a magical shield that grants a +3 bonus to your AC. The hand that this shield is equipped on has an extra 5 ft. of reach. The mimic has an AC of 20 and a number of hit points equal to half of your Fighter level, rounded down. You may use a reaction to direct one attack roll against yourself onto the Mimic, negating all damage to yourself and moving it to the Mimic. If the Mimic's hit points drop to 0, it is temporarily destroyed and cannot be reformed until the next short rest. While destroyed, the mimic does not provide a bonus to your AC and does not extend the reach on its equipped hand.
Devour
Starting at 7th level, your Mimic gains one of the following features:
Weapon. You can make an additional Opportunity Attack against a creature that moves out of your reach. You can use this feature a number of times equal to your proficiency bonus per short rest.
Armor. When a ranged attack roll hits against you, you gain a number of temporary hit points equal to half of the damage of the attack, rounded down. You can use this feature a number of times equal to your proficiency bonus per short rest.
Shield. When a melee attack roll hits against you, you can attempt to make a Grappling check against the attacker. On a success, you wrest the weapon from their hand, and it falls to the floor in front of you. You can use this feature a number of times equal to your proficiency bonus per short rest.
Adaptive Mimic
At 10th level, your mimic adapts to suit your needs in a variety of situations.
Weapon. Your Mimic Weapon tunes itself to your fighting style, gaining an extra +2 to attack and damage rolls, and dealing 3d6 acid damage on successful hits. Additionally, once per short rest, you can command your Mimic to lodge itself into a struck enemy. Until the enemy succeeds on a DC 17 Strength check, they take 1d6 slashing damage and 1d6 acid damage on the start of each of your turns.
Armor. Your Mimic Armor adapts to your flesh, allowing you to gain a climbing speed equal to your walking speed, resistance to acid damage, and the ability to indefinitely hold your breath. Additionally, you can change the color and texture of your Mimic to gain a level of camouflage. Once per short rest, you can activate the Mimic's camouflage, gaining Advantage on Stealth checks and Strength checks to Grapple targets for 10 minutes. When you successfully Grapple a target with this feature active, they are Silenced.
Shield. Your Mimic Shield bonds to your arm, granting +3 AC when equipped, and being unable to be removed by force. Additionally, you can use it to make Unarmed Strikes or manipulate objects from a range of up to 30 ft. You can additionally attempt to use the Mimic to swing or grapple yourself across gaps. You must succeed on a DC 20 Athletics check or fail to cross the gap and disable this feature until the next short rest.
Mimic Control
Starting at 15th level, your Mimic allows you to act even while disabled. This applies to conditions such as Stunned, Unconscious, Paralyzed, Prone, and Incapacitated.
Weapon. Your Mimic Weapon automatically makes an attack on your behalf at Disadvantage.
Armor. Your Mimic Armor pilots your body, allowing you to move up to half of your maximum movement speed. Opportunity Attacks against you have Advantage while you are moving.
Shield. Your Mimic Shield tries to block attacks for you. Once per round, you may impose Disadvantage on a single attack roll.
Mimic Arsenal
At 18th level, you gain an extra Mimic. You may shapeshift it after every short rest, as normal. If it is different from your other Mimic, the effects work as normal. If both Mimics shapeshift to the same item, a new effect is granted:
Weapon. Physically, the two Mimics combine to form a single massive version of the weapon that you choose. Your attack reach increases by 5 ft. if the mimics form a melee weapon, and the range of your weapon doubles if the mimics form a ranged weapon. You also deal an extra 5d6 acid damage on hit. Enemies struck by the weapon must succeed on a DC 17 Wisdom saving throw or become Frightened of you.
Armor. Physically, the two Mimics combine to form a full-plate set of living armor. You gain resistance to nonmagical bludgeoning, slashing, and piercing damage, as well as total immunity to acid. The Mimic Armor provides an AC of 21 and has double its normal amount of hit points.
Shield. Physically, the two Mimics combine to form a massive tower shield. You provide half cover to yourself and any targets behind you. The shield provides +4 AC and allows you to entirely ignore restrictions on the weapons you hold.
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