Base Class: Warlock
You've made your pact with an enigmatic creature, the Mimic. Whether through a chance encounter, or introduced by greater powers, you have forged a life bond with a being with no form of its own. Through this bond you will learn to release your physical being, as the mimic grows it's repertoire of simulacra.
Some pact of the mimic skin warlocks walk the world in a different form every day, living as a performer or fraud, beguiling each town of their coin. Others walk proudly with their mimic in full view, joining forces in heroic acts they would not be able to complete on their own. Whether hero or scoundrel, the mimic's alien nature influences the warlock to seek novel surroundings, a wanderlust that can never truly be satiated.
Expanded Spell List
The Mimic lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Mimic Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Mimic Item
Starting at first level, you have a mimic companion you can direct to change form.
- As an action you can direct the mimic to change it's form and/or function into any number of items it is familiar with, up to a maximum weight of 15 x your strength modifier.
- when adding an item to the mimics form, it must stay in contact with at least 1 other item. If separated into two or more masses, the smaller mass is useless, and dissolves after 10 rounds.
- You can use any item mimicked in this way normally, as long as it is not separated. Dropped items are freely stowed.
- the mimic can gain the form but not the function of consumable items. EX: It can appear to be a potion, but cannot be drunk for a benefit.
- At first level, the mimic knows the forms of leather armor, any simple weapon, a backpack, and a medium chest.
- To learn a new item's form, the mimic must spend a long rest in contact with it. At the end of the long rest the item is consumed. Sentient items and artifacts cannot be mimicked in this way.
- You may choose the texture, color, and non-functional decoration of any mimicked item.
- The mimic has an AC of 10, movement of 15ft, and maximum HP = HD X CHA. When reduced to 0 HP the mimic dissolves, and is reformed from the warlocks body in 24 hours.
- The mimic can speak telepathically with the warlock over any distance, and gains the ability to speak languages known by the warlock at 6th level.
Symbiotic Armor
Beginning at 1st level, your bond with your mimic allows you to don it when it takes the form of any armor.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the symbiotic armor lacks this requirement for you.
- You are considered proficient with the armor and any other items mimicked by the armor.
- You can use the symbiotic armor as a spellcasting focus for your warlock spells.
- The armor and items attach to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can doff or don the armor as an action.
- When donned, the mimic has no statistics or actions of its own, though it retains it's personality and ability to communicate.
Alter Form
Starting at 6th level, you can further bond with your mimic to alter your form to suit the situation. As an action you may use the benefits of the spell "alter self" for 1 hour with the following additional option:
Full Symbiote: Your symbiotic armor loses all form, and gains the color and texture of your choice. You gain an additional limb, which you can immediately equip with a mimicked item
- You can use your charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the additional limb to make attacks with a bonus action.
- When you make an attack on your turn, your reach for it is 5 feet greater than normal.
- The attacks you make can use your charisma modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.
- You gain a climb speed equal to your walking speed.
You regain the use of this ability after a short rest.
Adhesive
Starting at 10th level, you can adhere to anything you touch with a mimicked item. A Huge or smaller creature adhered to is also grappled (escape DC 8 + pb +cha). Ability checks made to escape this grapple have disadvantage, and attacks made by you against the creature have advantage. In addition, while using the symbiotic armor, you have a climb speed equal to your walking speed.
Split Being
Starting at 14th level, when you doff your symbiotic armor, you may have it adopt your statistics and abilities.
- The symbiotic armor can act independently on your turn.
- The symbiotic armor cannot cast spells, but otherwise has the abilities, statistics, and actions available to you when you have donned the armor.
- The symbiotic armor starts with your current total hit points and maximum hit points. It is considered a monstrosity for the purposes of spells and effects.
- You may choose which ongoing effects continue to affect you, and which are transferred to the symbiotic armor. Diseases and poisons cannot be transferred.
- You may redon the armor as an action, doing so transfers all ongoing effects back to you.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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