Base Class: Warlock
Warlock Patron The Mimic
- Perhaps you unknowingly wandered into what appeared to be a grand manor, only to discover—too late—that it was a massive, ancient Mimic lying in wait. Whether you struck a deal out of desperation or were bound against your will, you now serve this cunning entity. In return, it grants you the power to summon its spawn—ravenous mimics that fight at your side, so long as they are fed by the bodies of your fallen foes.
Level 3: Mimic Summoning Ritual
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3rd-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (two weapons, pieces of armor, or shields, which are consumed)
Duration: InstantaneousYou perform a special ritual to bind a Mimic to you, calling forth a shapeshifting companion from beyond. The ritual requires the offering of two weapons, pieces of armor, or shields (in any combination), which are devoured by the summoned Mimic.
- HP & Durability: The Mimic has hit points equal to 1d4 × your Fighter level. If reduced to 0 HP, it dies and dissolves into nothingness.
- Bonded Form: Upon summoning, the Mimic can take the form of weapons, armor, or shields, depending on the items consumed. You choose its starting form upon completion of the ritual.
- Magical Properties: If the sacrificed items were magical, the Mimic retains their magical properties when assuming their form (e.g., if a +1 sword was offered, the Mimic weapon will be a +1 weapon).
- Mimic's Adaptation: If the Mimic devours additional items after the ritual, it can only copy their physical properties (such as damage type, AC bonus, or shape), not magical enchantments.
- Dismissal & Resummoning: You may dismiss your Mimic as a bonus action, calling it forth again at will. If your Mimic is destroyed, you can perform this ritual again after a short or long rest to summon a new one.
- Fire Vulnerability: The Mimic is vulnerable to fire. When an enemy deals fire damage to the Mimic, the attack has Advantage against it.
Level 3: Living Arsenal
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Level 3: Upon summoning your Mimic, you choose its specialization: either Weapon or Armor/Shield. You can change this specialization once per Short Rest, adapting to different combat situations.
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Bonus Action Transformation & Shapechanger:
As a Bonus Action, the Mimic can transform into one of the last two objects it has devoured, limited to weapon, armor, or shield, based on its specialization from the Mimic Summoning Ritual. It gains the magical properties of these objects. While specialized in one of these types, the Mimic loses the ability to transform into any other object except its true, amorphous form.The Mimic can also polymorph into its true, amorphous form, losing all magical properties while in this state.
Armor/Shield Specialization:
- Armor/Shield Devouring: Your Mimic can consume and transform into the last armor set or shield it has devoured, granting its respective AC bonus.
- Mimic Resilience: While wearing Mimic Armor or wielding a Mimic Shield, you use The Mimic's HP as Temporary HP (1d4 × Fighter level).
- Adaptive Protection: The Mimic reinforces your defenses, granting +AC = Con Modifier while worn or wielded.
- Adhesive Trap (Reaction): When an enemy makes a melee attack against you, you can use your Reaction to coat the area in Mimic adhesive. The attacker must make a DC 10 Dexterity saving throw (with disadvantage):
- Failure: The attacker (or their weapon) is grappled by the Mimic (Escape DC 10, Strength check).
- Roll of 5 or Lower: The Mimic Can Either use Bite to the attacker or Weapon Devourer to the weapon.
Weapon Specialization:
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Weapon Specialization:
Weapon Specialization grants the user advantage on attack rolls, ensuring a target is hit by the Mimic shifting in weapon form.Weapon Devouring:
Your Mimic can consume weapons, transforming into the last two it has devoured.Adaptive Weapon:
You can use a Free Bonus Action once per turn to:- Switch to one of the last two weapons the Mimic has devoured.
- Change the weapon’s damage type between Bludgeoning, Slashing, or Piercing.
Shred:
After every melee hit, the Mimic automatically makes a Bite attack against the same target.
Clarification on Temporary HP:
- You only gain Temporary HP when the Mimic is in Armor or Shield form.
- You do NOT gain Temporary HP while the Mimic is in Weapon form.
Level 3: Mimic Natural Abilities:
Bite
- Level 3: The Mimic gains a Bite Attack, dealing 1d8 Acid damage. This bite represents the Mimic’s natural ability to consume and devour its enemies.
- Level 10: The Mimic's Bite Attack now deals 1d8 + 1d8 Acid damage.
- Level 15: The Mimic's Bite Attack now deals 1d8 + 2d8 Acid damage.
- Level 18: The Mimic's Bite Attack now deals 1d8 + 3d8 Acid damage.
Weapon Devourer
- Level 3: The Mimic can devour Common rarity weapons, armor, and shields, inheriting their physical forms and magical properties (if applicable) when transformed.
- Level 7: The Mimic can now devour Uncommon rarity weapons, armor, and shields in addition to Common items.
- Level 10: The Mimic can now devour Rare rarity weapons, armor, and shields, in addition to Common and Uncommon items.
- Level 15: The Mimic can now devour Very Rare rarity weapons, armor, and shields, in addition to Common, Uncommon, and Rare items.
- Level 18: The Mimic can now devour Legendary rarity weapons, armor, and shields, in addition to Common, Uncommon, Rare, and Very Rare items.
Adhesive Trap (Reaction)
- Level 3: When an enemy makes a melee attack against you, you can use your Reaction to coat the area in Mimic adhesive. The attacker must make a DC 10 Dexterity saving throw (with disadvantage).
- On a failed save, the attacker (or their weapon) becomes grappled by the Mimic (Escape DC 10, Strength check).
- If the attack roll is 5 or lower, the Mimic bites the attacker, dealing 1d8 + Strength modifier Acid damage or devours a Common or Uncommon weapon.
- Level 7: The Mimic’s Adhesive Trap ability upgrades, allowing the Mimic to use its Armor Specialization to climb walls. The Mimic can climb surfaces at a climbing speed of 15 feet, though it cannot use its Bite Attack or Weapon Devourer while climbing.
- Level 15: The Mimic’s Adhesive Trap now grants Climbing Speed of 30 feet (instead of 15 feet). The Mimic can now climb at a climbing speed of 30 feet while using Armor Specialization.
Level 6: Symbiotic Mastery
Level 6 -
your bond with your Mimic has strengthened your resilience and combat prowess. You gain one of the following feats of your choice:
- Durable – Your body has adapted to withstand greater punishment. When you roll a Hit Die to regain hit points, the minimum number of HP you regain is twice your Constitution modifier.
- Weapon Master – You have honed your weapon skills, gaining proficiency with four weapons of your choice.
Your Mimic adapts alongside you, reinforcing your chosen specialty.
Durable:
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Weapon Master:
You gain the following benefit:
Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
Level 10: Dual Manifestation:
At level 10, you can summon a second Mimic that specializes in Weapon Specialization. This Mimic gains the same benefits as your primary Mimic, including the advantage on attack rolls when in weapon form. Additionally, while this ability is active, you gain the Dual Wielder feat, allowing you to wield two weapons at once without penalty. This ability cannot be used while your Mimic is in Armor/Shield Specialization.
Level 14: Level 14 - Mimic Grimour:
At level 14, you gain the ability to summon an additional Mimic, known as the Mimic Grimour. While this Grimour is active, all other Mimics in your arsenal gain prior knowledge of weapons, armor, and shields that have been devoured by any Mimic you have summoned. This allows them to take on both the physical and magical properties of those items, adapting seamlessly to any combat situation.
Previous Versions
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