Base Class: Fighter
One who bonds with a mimic will be seen as a monster for you have become something unnatural and will gain unnatural abilities. Like a exoskeleton, inhuman strength, speed, hyper awareness. Mimic knights get a bad reputation due to their intimidating appearance, acid powers, and secretiveness. Mimic knights are part of secret under
Level 3: Mimic Lookout
When you go to sleep your mimic will look out for you while you are sleeping if some one tries to attack you in your sleep your mimic has a 21% chance to wake you up. This chance goes up by 7% per level maxing out at 100% at level 14.
Level 3: Mimic traits
Since you bonded with a mimic you now need to feed two mouths. You need double food and water. A tiny mimic can come out attach to your shoulder the mimic can look like any thing you want and the mimic can speak common and any other languages that you have learned and the mimic can talk by it's self the mimic is very curious and can sprout two tendrils from your body to mess or fidget with something the tendrils have a length of 10ft. The mimic could also bug party member by moving their the stuff, taping them on the shoulder 60,000 times, yelling at them for food or head pats, and might steal their food and water. When the mimic does these things it does not count as your action it's the mimic's action and this is for roleplay also the mimic can not do these things in combat also if you die the mimic dies with you.
Level 3: Hard Carapace
The mimic can wraps around your body forming a hard outer shell. You can not wear armor but Hard Carapace counts as wearing heavy armor. Your STR and CON modifiers are added to your AC along with resistance to acid damage, advantage against being poisoned, and Immunity to Disease. The carapace can be retracted into the body and expand out the body as a bonus action.
Level 3: Tongue Grapple
A tongue shoots out the armor this can come from the head, chest, and shoulders this has a range of 10ft. When you do tongue grapple both of your hand are free and the person that is grappled takes 1d6 acid damage per turn. at level 10 you can grapple two creatures at once and at level 20 you can grapple three creatures.
Level 3: Weapons of Flesh
The mimic you have bonded with can make weapons for like claws, bone lances, and bone knuckles made from mimic flesh. The claws do slashing damage, the knuckles do bludgeoning damage, and bone lance does piercing damage. you can use your bonus action to attack again with these weapons. These all do 1d6 damage at level 3, 1d8 at level 10, 1d10 at level 15, 1d12 at level 18. These weapon count as magical at level 4.
Level 7: Mimic Senses
You now have dark vision of 60ft. You can sense all mimics in a 15ft radius and you can now talk to mimics and understand them.
Level 7: Inhuman Power
Your mimic has gives you super human strength. Your movement speed goes up by 10ft, you gain expertise in athletic, and your carrying, lift, and drag capacity is tripled.
Level 10: Mimic Acid
Now when you attack with your melee weapon it can deal a extra 1d4 acid damage. When you use Action Surge that 1d4 is now 2d8 acid damage. You are now immune to acid. You can now spit acid as bonus action dealing 2d6 acid damage with a short range of 5ft and a long rang at level 18 the damage is now 5d6.
Level 10: Indomitable bond of Mimic and Host
When a spell is casted on you and the spell requires you to make a WIS or a CHA saving throw you can use your CON save instead.
Level 15: Hyper Awareness
Your mimic gives you the ability to sense if anyone is sneaking up on you. You gain the alert feat and 30ft of blind sight.
Level 15: Reinforced Carapace
Your Hard Carapace has been reinforced. You gain Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Level 18: Acid Armor
When you use acid armor you use up your second you heal to 100% HP and you get 3d10+your fighter level in temp HP and your body is covered in acid and if any one attacks you with a melee attack the attacker takes 1d10 acid damage and their movement speed is halved. Acid Armor lasts for one minute. When this end you take one level of exhaustion.
Level 18: Last Resort
Using this takes up second wind and you don't gain any from second. Your movement speed is doubled, your AC goes up by 5, you gain a extra attack, your one 1d4 acid damage for your melee attacks is now 2d8, the 2d8 acid damage for a melee attack using action surge is now 4d8 acid damage, and this all last for one minuet. When this ends you take 10d10 force damage and a third level of exhaustion and you can't move for one hour but you can still talk. Last Resort pushes your body so hard you are basically tearing your self apart.
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