Base Class: Artificer
The Mimic Engineer is a master of transformation, using ingenuity to turn everyday objects into powerful tools, weapons, and traps. They combine their technical knowledge and creativity to outsmart enemies by imitating and altering objects around them.
Object Imitation
At 3rd level, you gain the ability to transform common objects into weapons or tools. As an action, you can use your Artificer’s Tools to transform a non-magical object (such as a broom, chair, or book) into a functional weapon or tool for 24 hours or until you dismiss it. The object becomes magical for the duration, and it can be used to deal damage or perform other functions.
- Weapon Transformation: For example, a broom could become a spear, or a chair could become a greatsword. The object functions as a weapon of your choice (simple or martial) and deals damage appropriate to its new form. It counts as a magical weapon for the purpose of overcoming resistance to non-magical damage.
- Utility Transformation: You can also change objects to serve non-combat functions. A book might turn into a shield, or a lamp could emit bright or colorful light for a short time.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after a long rest.
Hidden Mechanisms
At 5th level, you gain the ability to craft traps and hidden devices from ordinary objects.
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Trap Creation: As an action, you can create a trap from a common object (such as a rope, barrel, or crate). The trap deals 2d6 damage (appropriate to the object, such as fire, bludgeoning, or piercing damage) and can impose conditions (such as restrained or prone) on a creature that activates it. The trap lasts for 1 hour, and you can hide it in plain sight. The trap requires a DC 15 Investigation check to detect. If triggered, the trap deals damage or applies a condition, as you decide.
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Hidden Devices: You can hide small, hidden devices inside objects that surprise enemies. For example, you might hide a spring-loaded blade in a book or set a gas trap inside a vase. Once per short rest, you can activate a hidden device when a creature within 30 feet of you interacts with the object. This device can deal 2d6 damage or impose disadvantage on an attack roll against you.
Restoration
At 9th level, you gain the ability to repair and enhance magical items and ordinary objects.
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Repairing Magical Items: You can spend 10 minutes repairing a broken magical item, such as a damaged wand or a shattered magical weapon. After repairing it, the item returns to full functionality. Additionally, you can enhance a repaired item temporarily. For example, you could repair a broken sword and imbue it with a +1 bonus to attack and damage rolls for 1 hour.
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Improving Ordinary Objects: You can use your tools to temporarily enhance common objects. For example, a shield you craft might gain the properties of a Shield of Protection for 1 hour, or a piece of armor might gain resistance to a specific damage type for 1 hour.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after a long rest.
Master of Imitation
At 15th level, you reach the peak of your mimicry abilities, allowing you to transform objects into powerful magical items and replicate extraordinary magical effects.
Legendary Mimic: You can choose up to three of the following effects. As an action, you can transform one non-magical object at a time into a magic item for up to 12 hours, once per long rest to have one of those three effects:
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Stormcaller
The object becomes a weapon imbued with the power of storms. It deals an extra 2d6 lightning damage on a hit. Additionally, once per short rest, you can use the object to cast Call Lightning (save DC 15) without expending a spell slot. -
Shield of the Ancient
The object transforms into a magical shield that grants a +1 bonus to AC. It also provides resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. -
Wand of the Arcane
The object becomes a wand that allows the wielder to cast Counterspell once per day without using a spell slot. The wand also grants a +1 bonus to spell attack rolls and adds +2 to the DC of your Artificer spells. -
Eternal Flame
The object transforms into a source of radiant power. It deals an additional 2d6 radiant damage on a hit. Once per day, you can use the object to cast Flame Strike, dealing both fire and radiant damage (using the object as the caster for the spell). -
Cloak of Shadows
The object turns into a magical cloak that grants advantage on Stealth checks and the ability to cast Greater Invisibility once per long rest. The cloak also grants resistance to necrotic damage. -
Titan's Might
The object becomes a large, enchanted weapon that grants a +2 bonus to attack and damage rolls. On a hit, it deals an extra 2d8 force damage. Additionally, the wielder gains advantage on Strength checks and saving throws. -
Phoenix Feather
The object becomes a glowing feather that, when wielded, grants the ability to heal the wielder by 2d6 hit points as a bonus action once per long rest. If the wielder is reduced to 0 hit points while wielding the item, they can immediately make a death saving throw with advantage. -
Veil of the Void
The object becomes a dark cloak or veil that grants the ability to cast Plane Shift once per day, without using a spell slot, to travel to the Shadowfell or the Ethereal Plane. While wearing it, the wearer has resistance to psychic damage. -
Glory of the Sun
The object becomes a radiant weapon that deals 2d6 radiant damage on a hit. Once per day, it can be used to cast Sunbeam (as per the spell) on a target within 60 feet. -
Ring of Eternity
The object becomes a ring that grants the wearer the ability to cast Time Stop once per long rest. Additionally, the ring grants the wearer a +2 bonus to saving throws against spells and magical effects.
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