Base Class: Fighter
"Most knights wear their armor. You? Yours eats people." Mimic Knights are warriors who have bonded with parasitic symbionts known as mimics. These shapeshifting entities integrate themselves into your gear: armor, weapons, shields, boots, and beyond. They empower your equipment with monstrous features and can consume magic items to inherit their properties. A Mimic Knight becomes a walking arsenal of living weaponry, adaptable and grotesquely effective.
Symbiotic Bond
At 3rd level, you gain a symbiotic connection with a mimic entity that takes the form of one piece of equipment: armor, a weapon, a shield, or boots. This bonded item becomes a living extension of your body, gaining special properties based on its form:
You may switch the mimic’s bond to a different item of the same type when you finish a short or long rest.
Each bonded mimic is considered a separate entity for the purpose of abilities.
Mimic Armor
Counts as One non Magical Light, Medium or Heavy Armor of your Choice that you have Proficiency in. You gain a +1 bonus to AC while wearing this bonded armor. Additionally, when a creature hits you with a melee attack, it takes 1d6 acid damage as the armor lashes out in response.
Mimic Boots
Your Mimic takes the form of a pair of Boots, you can walk up and across vertical surfaces and ceilings without needing to make an ability check. You also ignore nonmagical difficult terrain.
Mimic Shield
Counts as an Shield. Once per turn when you take the Attack action, your shield can attempt to grapple a creature within 5 ft. (uses your Strength, no action required).
Mimic Visage
Your Mimic takes the form of an Cloak or Mask. You have advantage on Charisma (Intimidation) checks, and as a bonus action, you can force each creature of your choice within 10 feet that can see you to succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn (usable a number of times equal to your proficiency bonus per long rest).
Mimic Weapon
Takes the form one Melee Weapon that you are proficient with. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. It deals an additional 1d4 acid damage on a hit.
Devour Enchantment
Your mimic symbionts can consume magic items to inherit their magical properties. As part of a long rest, you can feed a magic item to one of your bonded mimics, which then digests the item and absorbs its magical properties. The item is destroyed in this process.
A mimic can hold one absorbed item at a time, regardless of rarity. If you feed a new item to the a mimic, it chooses whether to overwrite the old one or reject the new enchantment.
Adaptive Mutation
Each of your bonded mimics evolves, developing enhanced and unpredictable traits:
Armor Mutation
You gain resistance to acid damage. When a creature hits you with a melee attack, you can use your reaction to exude acidic slime from your armor, forcing that creature to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 2d6 acid damage.
Boots Mutation
You gain a climbing speed and swimming speed equal to your walking speed. You also have advantage on saving throws made to avoid being knocked prone or moved against your will.
Shield Mutation
A creature grappled by your mimic shield is also considered restrained.
Visage Mutation
When a creature fails its saving throw against your frightening visage, it also has disadvantage on attack rolls and ability checks until the end of your next turn.
Weapon Mutation
Your bonded weapon becomes semi-fluid, able to change its shape subtly. You can switch its damage type between slashing, piercing, or bludgeoning as a bonus action. When you reduce a creature to 0 hit points with this weapon, you can have the mimic momentarily consume and reinforce your weapon, granting you a +2 bonus to damage rolls with it until the end of your next turn.
Mimic Host
At 10th level, your mimics become partially autonomous extensions of your will. When you take the Attack action on your turn, one of your bonded mimics (not the weapon you are attacking with) can make a pseudopod strike as a bonus action. The pseudopod is a melee weapon attack that uses your Strength or Dexterity modifier (your choice) and deals 1d10 bludgeoning or acid damage (your choice).
Additionally, your mimics develop rudimentary awareness. Each bonded mimic gains an Intelligence of 6, understands your languages, and can communicate emotions and simple ideas telepathically with you while within 60 feet.
Eldritch Convergence
Your bond with your symbiotic mimics strengthens, allowing them to react instinctively in battle.
Instinctive Disruption
When a creature within 30 feet of you makes an attack roll, you can use your reaction to impose disadvantage on it.
Reactive Mimicry
When you take damage from an Attack, you can use your reaction to reduce the damage by 1d10 + your Constitution modifier.
Devouring Overmind
You and your mimics become an unstoppable, evolving hive. Your symbiotic connection deepens.







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