Homebrew False Adventurer: (Mimic Knight)Fixed 2.1 Species Details
- Not all mimics are mindless creatures of instinct; some possess an unnatural intelligence. In Rare cases of Mimics observing adventurers, they gain the ability to shape-shift, taking on the appearance of the adventurers they so often observe. With cunning minds and the ability to mimic skills and traits, they infiltrate adventuring parties, some may earn their trust to eventually betray it when the time is right. Some form temporary alliances, while others patiently wait, studying their quarry’s every move. Their true nature is always subtly distorted—an unsettling presence that can never fully replicate a true soul. Whether by deception, sabotage, or direct betrayal, False Adventurers are masters of manipulation, using their shape-shifting abilities to turn the tide in their favor and consume those who trust them most.
False Adventurer: (Mimic Knight)Fixed 2.1 Traits
Mimic Evolution:Mimic Biology:
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WEAKNESS TO FIRE: Any attack that deals fire damage has advantage on attack rolls against you.
Natural Resilience: While transformed, your skin hardens, granting you an additional bonus to your AC equal to your Constitution & Strength modifier.
Polymorphic Form: You can use an action to polymorph into an object or a humanoid form, mimicking the appearance of adventurers, or revert to your true, amorphous form. Your statistics remain the same in each form, and any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.
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Object Form: While motionless in this form, you are indistinguishable from an ordinary object. If a creature interacts with you, they must make a DC 15 Investigation check to discern your true nature.
Internal Storage: You can store any item within your body as long as it is smaller than you and weighs less than you. Retrieving or storing an item requires a bonus action. These items remain hidden from sight unless forcibly removed. Your total carrying capacity is equal to Strength × 15.
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Imperfect Understanding
- Your ability to imitate adventurers is flawed, making it difficult to fully blend in. You have disadvantage on Deception checks made to pass yourself off as a normal humanoid. However, you gain the Disguise Self cantrip, allowing you to alter your appearance to better fit in.
Mimic Size:
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Creature Type: Monstrosity
Due to your intelligence and time spent observing adventurers, your age is 150+ years. Your mimic size is Medium, but you can compress yourself to a Small size when needed
Adhesive & Movement
- While you are polymorphed into an object, you adhere to anything that touches you. A large, medium, or smaller creature adhered to you is also grappled by you. The escape DC for this grapple equals 8 + your Strength modifier + your proficiency bonus. Ability checks made to escape this grapple have disadvantage.
- Additionally, while in your humanoid or object form, you can use this trait as a reaction after being hit by a melee attack, immediately grappling the attacker if they are Huge or smaller.
- You can also use this adhesive property to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. However, your climbing speed is half your walking Speed.
- Walking Speed:30
- Climbing Speed:15
Natural Weapons
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Infested Armor, Weapon, and Shield (Infested Armor Playstyle)
Due to your constant contact with adventuring gear, you are able to infect your armor, weapon, and shield with your mimic properties, transforming them into extensions of your own body. By merging your flesh, muscles, and tendons with these objects, they gain enhanced capabilities, granting you the ability to use your mimic traits through them. The objects become infused with your natural abilities, allowing them to function as part of you, whether they are used for defense, offense, or adaptation. This process effectively makes your gear a part of your ever-changing form, increasing their power as they bond with your essence.
- Pseudopod. Your pseudopod is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d8
+ your Strength modifier. Additionally, if you are polymorphed into an object, the target is subjected to your Adhesive trait. Your pseudopod is considered to have the Finesse property for the purpose of meeting the requirement of a feature or attack requiring a weapon with that property.
- Bite. Your fanged maw is also a natural weapon, granting you a bite attack that you can use as an unarmed strike. If you hit with it, you deal piercing damage equal to 1d6
+ your Strength modifier plus an addition 1d6 acid damage. Your bite is considered to have the Finesse property for the purpose of meeting the requirement of a feature or attack requiring a weapon with that property.
Path of the Living Armory
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(Level 3) As a mimic who walks the path of the False Adventurer, you have learned to blur the line between object and entity. Your body is not just a disguise—it is a tool, a weapon, and an extension of your will. Upon reaching this stage of your evolution, you must choose one of two unique adaptations, shaping how you engage in battle and interact with the world around you.
Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Devour and Assimilate
(Level 10) The mimic can consume a weapon, breaking it down and integrating its properties into itself. The next time combat begins, the mimic can transform into that weapon, allowing an ally to wield them.
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Weapon Transformation: As an Action The mimic fully transforms into the last weapon they devoured. They function as that weapon, providing their wielder its normal benefits, but cannot use any magical properties or abilities tied to the weapon.
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Sentient Weapon: The mimic acts after the wielder's turn, always following their initiative.
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Empowered Strikes: While in weapon form, the wielder gains a +2 bonus to attack rolls.
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Natural Weaponry: While wielded, the mimic can channel its natural abilities to the wielder. The ally can use the mimic's natural abilities (such as claws, bite, or tentacles) during their turn, allowing the mimic to strike with its natural attacks instead of normal weapon strikes.
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Return to Form: The mimic can revert back to its normal shape as a bonus action, regaining their ability to act independently.
Visual Idea: If the mimic devours a sword, they may transform into a blade with an eerie, living eye in the hilt. If they devour a hammer, the head may look like a gaping maw ready to chomp down. A spear might have writhing tendrils along the shaft, while an axe’s edge could seem to pulse like a beating heart.
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