Base Class: Blood Hunter (archived)
The Order of the Mimic was founded by a powerful wizard who studied the monstrosities his fellow spellcaster conjured. This wizard believed the creation of such abominations was an affront to the magical arts, and desired for nothing more than their eradication. He studied endlessly to devise the most efficient way to purge these monsters, and in his studies he discovered the blood hunters. These fierce warriors selflessly scarred, mutated, and transformed their bodies and souls in myriad ways to become like the creatures they hunted. The blood hunters turned the power of the unnatural monsters against them. Their practices inspired the wizard to aid them, and thus the Order of the Mimic was created. Using forbidden blood magic rituals taught to them by the wizard, each of the hunters from this Order creates their own personal monstrosity to aid them in battle. The shapeshifting abilities of the mimic allows hunters of this Order to be incredibly flexible while combating the evil creatures of the world.
The Mimic
At 3rd level, you perform the forbidden blood ritual that creates a mimic and binds it to you psychically. This psychic bond gives you complete control over the monster, causing it to always abide by your will.
The mimic is a living creature and requires food. It becomes exhausted after going three days without eating, and can only transform once per minute. Three more days without food will see it able to transform only once per hour. After a tenday without food, the mimic will die.
Whenever your hit points drop to 0, the mimic becomes inactive and incapacitated. If you die, the mimic dies too.
Your psychic bond can guide you to the mimic or the mimic to you if you are separated.
The mimic is treated as a sentient magic item while you are carrying it. When it is separated from you, it always follows you in the initiative order, and the only action it can take is to Disengage and use its movement (30ft) to return to you. The mimic's hit points are equal to one half of your maximum hit points when it is separated from you. Its hit dice are the same as yours and can use them during a short rest. Additionally, the mimic can devour the flesh of any creature that is not undead or a construct. Allowing it to do so recovers 1d4 hit points if it is a Tiny creature. This increases by 1d4 for every size above Tiny.
If the mimic dies, you can spend 150gp to acquire the proper materials for the ritual. The ritual takes six hours, and at the end you recreate the mimic. It keeps all the memories and capabilities it previously had. Your mimic dies if it spends more than an hour away from you, and you can use an action to command it to drop to 0 hit points and die.
The mimic's most important trait is its Shapeshifting Transformation.
Shapeshifting Transformation. The mimic can perfectly imitate any weapon or object it has seen (Darkvision 60ft, Blindsight 20ft) with this feature. The object cannot be heavier than 100 pounds or larger than a 3ft diameter sphere. The object also cannot be lighter than 1 pound or smaller than a 3 inch sphere. The object cannot be composed of multiple individual pieces (such as the various links in a chain). You can command the mimic to use this feature with no action required. It can use the Transformation feature once per round, resetting at the start of your turn or after six seconds.
The mimic can imitate the appearance of any piece of armor but not a full armor set. You gain no bonus to your Armor Class while the mimic imitates armor.
While the mimic is transformed into a weapon, you gain a +1 bonus to damage and attack rolls made with the mimic weapon. This bonus increases to +2 at 11th level and +3 at 18th level. The mimic can imitate any simple or martial weapon except for any weapon with the Loading property. You can safely apply your crimson rite to the mimic while it is a weapon, but if it transforms into anything except a different weapon, then the rite fades.
Shifting Shield
Starting at 3rd level, the mimic can transform into a shield that provides a +2 bonus to Armor Class.
When an enemy creature hits you with a weapon attack, you can use your reaction to block the attack with the mimic shield, giving you a +4 bonus to your Armor Class against the triggering attack. This reaction requires a use of the Transformation feature. You can use this feature a number of times equal to your Wisdom modifier between short rests.
Armored Shell
Starting at 7th level, the mimic can use the Transformation feature to assume the form of a protective armor and encase your upper body within it. While in the mimic's protective shell (considered to be medium armor), your Armor Class is overriden and becomes equal to 10 + your Dexterity modifier + your Wisdom modifier. The mimic can only maintain this form for 1 minute before it requires a short rest to be able to do it again. Using the Transformation feature ends this time early.
While armored, you can choose to change the armor's gauntlets into dangerous forms. Your unarmed strikes are considered a mimic weapon and gains the same bonus as any other weapon transformation. The dangerous forms are as follows:
Hard Knuckles. Your unarmed strikes deal 1d8 bludgeoning damage. When you Shove a creature, you can push it an extra 5ft.
Slicing Claws. Your unarmed strikes deal 1d8 slashing damage. You gain a climbing speed of 30ft.
Starting at 11th level, the gauntlets can also be changed with the Monstrous Maw feature.
Monstrous Maw
Starting at 11th level, the mimic can use the Transformation feature to latch onto your arm and form a toothy mouth. You can also use this feature during Armored Shell without ending its duration.
While it is transformed, you can use of any of the following special attacks whenever you take the Attack option during your turn (your proficiency bonus and Wisdom modifier are added to the attack roll):
Ravenous Bite. Melee weapon attack. Reach 5ft, one target. Hit: (1d8 piercing damage/1d6 acid damage)
Corrosive Spit. Ranged weapon attack. Range 20ft, one target. Hit: (2d6 acid damage)
Lashing Tongue. Melee weapon attack. Reach 10ft, one target. Hit: (1d4 slashing damage/1d4 acid damage). If you hit a Medium or smaller creature, you can choose to have the tongue grab it. It must make a Strength or Dexterity (target's choice) saving throw (DC = 10 + your Wisdom modifier) or be pulled within 5ft of you.
Second Skin
Starting at 15th level, when you use the Armored Shell class feature, the mimic can now encase your entire body in its protection. You gain the following bonuses:
Strong Shell. Your Armor Class is overridden and becomes 12 + your Dexterity modifier + your Wisdom modifier.
Shared Strength. While Second Skin is active, the mimic supplements your strength with its own, giving you advantage on Strength ability checks and saving throws .
Monster Senses. The mimic envelops your head in a helmet, and you see the world through its eyes. You gain its Darkvision and Blindsight.
Quick Shift. The duration is still 1 minute, but it can now be split up into smaller increments (minimum of 1 Round/6 seconds).
Massive Maw. The range of the Corrosive Spit is increased by 20ft and the reach of the Lashing Tongue is increased by 10ft while the Monstrous Maw is active during Second Skin.
Mimic Mitosis
Upon reaching 18th level, you can perform a new blood ritual with your mimic that lasts for one hour. At the end of the hour, the mimic multiplies itself, permanently splitting into two mimics. Each mimic grows in size to match the original and has all of its traits.
You can have a maximum of two mimics at once. You can command the mimics to fuse themselves back together into one mimic if you please, but you will have to repeat the ritual to split it up again.
While you have two mimics, some of the traits of your previous Order features are modified:
Superior Shield. While one mimic is in the Second Skin form and the other is in the Shifting Shield form, the Shield's Armor Class bonus is increased to +3. The reaction granted by the Shifting Shield increases to +5 as well.
Living Longbow. The mimics can transform into a longbow and a large 1 pound arrow. The longbow has the same properties as any other, but while firing the large arrow its range is reduced to 60/100ft. When you take the Attack action during your turn, you can launch the mimic arrow at a foe. The mimic arrow coats itself with its corrosive saliva and deals 1d10 piercing damage and 1d8 acid damage. After the attack hits or misses, the mimic arrow enters the initiative order.
Improved Crimson Rite. While you have a Crimson Rite activated, you can use a bonus action to switch it from one mimic to another at no additional cost.
-
View User Profile
-
Send Message
Posted Sep 26, 2019I am SO using it.
-
View User Profile
-
Send Message
Posted Sep 18, 2019DND beyond needs money for me to use it on their character creation. Which sucks but might do and npc or a PC for this
-
View User Profile
-
Send Message
Posted Sep 18, 2019Thanks! I'm actually working on a v2 that streamlines, organizes, and fixes a lot of the subclass. Glad you like it!
-
View User Profile
-
Send Message
Posted Sep 16, 2019This is awesome I love it and will use it. Keep it up!