Base Class: Ranger
As a Mimic Tamer, you have learned to communicate with the creatures that take an objects form and place and to use their abilities to your advantage.
Mimic Bond
You know the mimic's unspoken language, made of screams, strange noises, and croaks. If you haven't already, you become proficient in in the Wisdom (Animal Handling) checks and can use it to communicate with Mimics. Choose one of the following abilities:
ANATOMY EXPERT: You learn learn the Mending Cantrip, which is a ranger spell for you. You can use it as a bonus action to cast it on a Mimic, and it will regain 1d6 + your Wisdom modifier hit points.
GRAPPLING EXPERT: If you hit a creature with a melee attack, you can use your bonus action to try to grapple it. At 9th level, you have a +2 bonus on attack rolls against a creature one of your Mimics are grappling. This bonus stacks for each Mimic that is grappling the creature.
Anatomy Expert
You learn the Mending cantrip, which is a ranger spell for you. You can use a bonus action to cast it on a Mimic, and it will regain 1d6 + your Wisdom modifier hit points.
Grappling Expert
If you hit a creature with a melee attack, you can use your bonus action to grapple it. At 9th level, you have a +2 bonus on attack rolls you make against a creature that one of your Mimics is grappling. This bonus stacks for every Mimic that is grappling the creature.
Awaken Mimic
You learn the Summon Mimic spell, which is a ranger spell for you. You can cast this spell a number of times equal to you Wisdom modifier without expending spell slots or needing material components. You can only summon Tiny or Small Mimics using this ability. The Mimics can only take the form of objects that you have already seen or that someone has described to you. You learn how to summon an additional Mimic at the same time using this spell or any other source at 7th and at 15th levels.
Mimic of Holding
You learn the Find Familiar spell. The familiar can take the appearance of a Mimic of Holding. If you temporarily dismiss your Mimic of Holding, upon reappearing, its contents will remain inside the bag. If a creature tries to open or search inside the Mimic of Holding without your permission, the Mimic of Holding can attack the creature and telepathically inform you of this transgression.
Unchained Mimicry
Your understanding of Mimics and their abilities has improved greatly. As a result you gain the following abilities:
You gain resistance to acid damage;
If you are in any way hidden when initiative is rolled, you can do so with advantage. You also have advantage on all skill checks you make to find, avoid, or disarm traps.
You can add double your proficiency bonus to an Wisdom(Animal Handling) check you make to interact with Mimics, and can now automatically distinguish a hidden Mimic from it's surroundings.
Acid Within
As an Action, you can spit acid in a 5 by 30 ft. line. All creatures in the area must make a Dexterity Saving Throw against your spell save DC, taking 8d8 acid damage on a failed save, or half as much on a successful one. Creatures that are grappled by you or one of your Mimics have disadvantage on this saving throw.
The Damage increases to 10d8 when you reach 15th level in this class.
Once you use this feature, you can't do so until you finish a long rest.
Mimic Master
Starting at 15th level, your Mimic's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You become immune to acid damage. You do not need to maintain concentration anymore to summon Mimics using the Awaken Mimic feature. If you create mimics by expending spell slots to use the Summon Mimic spell, you still need to maintain concentration of the spell. Additionally, when you cast a spell with the range of Touch, you can now cast it on creatures that are in physical contact with one of your Mimics.
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