Rogue
Base Class: Rogue

Whether it was because you were a member of a clan that made a pact with some deity, or maybe because of a need to adapt in a dangerous situation, or perhaps because of an experiment with monsters, you gained the ability to absorb different materials, mimics are fierce warriors, experts in adapting to the moment, endowed with great creativity to use their power, the mimics are capable of saving any situation, whether by molding their hands to make a key for a chest to saving their companions from a deadly fall, your most important strength is your own ingenuity followed by your physical prowess, skilled enough to climb a roof or sneak into nooks, the life of a mimic is not usually easy due to his strange ability, but that does not mean he will stop doing adventures, copy, imitate, reproduce, falsifies, all that awaits a mimic in life and much more.

Class Features

As a mimic, you have the following class features

 

Hit points

Hit Dice: 1d8 per mimic level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mimic level after 1st

 

 

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: None

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Athletics, Stealth, and Sleigth of Hand.

 

 

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background

 

.(a) a shortsword or (b) any simple weapon

.(a) a pair of daggers or (b) any simple melee weapon

A pouch with some materials (dm says what you have)

Absorption

At level 1 you gain the absorption ability that makes you absorb materials by touching them and wanting to absorb.

You have to do an sleight of hand check to absorb the material.

The materials that you absorb fuses with your body for 1d4 of turns at 1st level, 1d6 of turns in 3th level, 1d10 in 6th level and in 13th level you fused with the material for unlimited turns.

Diferent materials gives you diferent effects like an example:

Brass gives you an +1 AC, Resistance to piercing damage, vulnerability to lightning and fire damage, or Leather gives you resistance to bludgeoning damage and vulnerability to slashing damage

(Ask the dm what effects gives you the materials you absorb and you cannot completely transform yourself into flexible materials, but you can cover yourself with them. Meanwhile, you cannot cover yourself with hard materials, but you can transform into them)

Shaping

At level 1 also you gain the ability to shape the body parts that are fuses with materials, letting you to shape it, for an example you could turn you arm that is fused with steel into a sword or a mace, you have to do an sleight of hand check to use it, you can only have one tipe of damage, you cannot have an arm that is a rapier that makes piercing damage and in the other arm have an axe that makes bludgeoning damage

Amalgamation

At level 3 you gain the amalgamation ability, that allows you to absorb 2 diferent materials at the same time

Adaptative Master

At level 5 you gain the Adaptive Master ability which allows you to use a different damage die while shaping, for an example you have a arm sword with slashing damage and the other arm is a mace with bludgeoning damage

Copycat

At level 6 you gain the Copycat ability that allows you to absorb DNA and transform into another creature, the result is an inferior version of the creature and slightly more mutant, if you absorbs 2 different types of DNA you have to make an wisdom Saving throw to avoid losing control , you can use it several times a day but by using it more than once you gain 1 level of exhaustion

Reconstruction

At level 10 you gain the Reconstruction ability that allows you to negate 1d8 damage once per long rest, you can add an aditional 1d8 in level 13, level 16 and level 19.

True Absorption

At level 15 you gain True Absorption that lets you fully absorb a creature your size or smaller, this makes you gain the full aspect and abilities of the creature without any mutations for 20 minutes once per long rest, the creature makes a strength saving throw with a DC equal to 10 + your mod. of strength. On failing the saving throw you gain what was previously said and the creature die, you can use it several times a day but by using it more than once you gain 2 levels of exhaustion

Dive

At level 16 you can dive into solid objects and "swim" in them, for an example you can phase throught a door to go to the other side or dive into the ground to reposition, you cannot stay inside of an solid objet more than 5 minutes or 2 turns

Expertese

At level 20 you can absorb materials only remembering it without needing to touch them, you can regain your true absorbion forms unlimited times without exausation, and you can stay for 1 day dived in solid surfaces.

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