Base Class: Fighter
each Mimic Forger can utilize a Mimic as a tool for battle and the most experienced can eventually utilize multiple Mimics in their fighting style.
Mimic Forms
you can pick between several options on how the mimics you tame aid you in battle. you can choose these forms at 3rd, 7th, 10th, and 15th level
Mimic armor
One of your mimics takes the form of armor that replaces any armor you may have worn before and grants a +3 to AC and advantage to all grappling athletics rolls even the ones made by other mimic forms. Another benefit to the armor is all non magical weapons that hit you gain a -1 as the armor corrodes them, this effect can stack up to -3 after which the weapon crumbles to dust. If hit by unarmed strikes or natural melee weapons the attacker takes 2d4 acid damage.
Mimic boots
These boot let you take that dash action as a bonus action 3 times and all uses recharge on a long rest. Any dashes made with this unique bonus action causes a traill of acid to linger in the distance traveld for 1 round. The acid deals 3d4 acid damage to anything that stays in it or enters, on a failed CON save and half on a success.
Mimic cloak
one of your mimics can take the form of a cloak or garments of any kind you can change the appearance of this cloak or garment at any time. as a bonus action, you may hide by standing still in the environment practically melding into your surroundings this provides an additional 1d12 to any stealth check made for 1 minute you may use this action 2 times and it recharges on a long rest. another effect this cloak or garment provides is advantage against being grappled as the mimic writhes to avoid capture.
Mimic glove
One of your mimics takes the form of a glove or gauntlet allowing you to send tendrils out from your fingertips. As an action you may attack any individual within 15ft and deal 2d4 + STR or DRX modifier acid damage. and as a bonus action only after the tendril attack as a first action you may cause the tendrils to push, drag, or pull the individual 10ft in any direction of your choice. You may do this twice recharges on a long rest.
Mimic helmet
one of your mimics takes the form of a helmet that looks like any other, it gives you darkvision up to 50ft and gives you resistance to psychic damage as the mimic's brain waves meld with yours. this also means that the mimic you use as your helmet can give you a heads-up on many things that you do not see so you also gain advantage on initiative rolls, perception rolls that use sight, and investigation rolls that use sight. furthermore, due to the nature of your helmet, it can disguise your face by mushing around whilst not covering your orifices. this only affects your face so it won't alter your body or change your physiology, simply changing your facial identity. you may use this feature once and it recharges on a long rest.
Mimic melee weapon
one of your Mimics takes the form of a melee weapon that looks like any other weapon of the type that you choose at any time it is only when attacking that the weapon appears like a mimic. the weapon deals 1d12+your STR or DEX modifier acid damage. you can not be disarmed of this weapon because the mimic grabs onto your arm. this attack also reduces the target's AC by 1 this effect does not stack.
Mimic mount
One of your mimics takes the form of a mount that you can ride the mount can be any beast of large size and of CR equal to half your level in this class rounded up. If the beast has a swim, flight, or climb speed the mimic can do each of those. The mimics intelligence stat stays the same and all attacks that the beast you pick has deals acid damage if the mount is brought to combat. The mimic can turn into a talisman for easy storage and takes an action to bring out. If you wish to change your mount it takes 1 minute.
Mimic multitool
one of your mimics takes the form of any set of artisan tools that you gain proficiency with specifically. it only takes 1 minute to change between the tools and you must have a basic understanding of what they look like and what they do because the mimic runs off your understanding. another benefit to the tools is that they can't be stolen and they only require half the time to perform tasks with them because they are so efficient.
Mimic ranged weapon
one of your mimics takes the form of a ranged weapon (firearms at DM's discretion) the weapon deals 1d10+your STR or DEX modifier acid damage. (if using strength the weapon is a thrown weapon with a range of 40ft/120ft the mimic returns by your next turn) the weapon can naturally fire 20 pieces of ammunition daily while ignoring the reloading property, any more shots require physical ammunition. As a bonus action, you can fire a pseudopod attack to grapple any opponent within a 30ft range they must make a Strength saving throw to avoid this. on a failure, the target takes 1d8+your STR or DEX modifier acid damage and is grappled until a successful saving throw on their turn. On a success, they take 1d8+your STR or DEX modifier acid damage and are not grappled. you can use this bonus action 3 times, all use recharge on a long rest.
Mimic shield
One of your mimics takes the form of a shield. the shield grants a +2 to AC and as a reaction, if you are attacked by an opponent within 10ft whether it hits or not you may attempt to cause the mimic to grapple the opponent and drag them 5ft closer the opponent must make a Strength saving throw to avoid being grappled, the opponent continues to make saving throws until they escape. if the opponent is grappled they take 2d4 acid damage each of their turns they stay in the grapple during this period you and the opponent can't move until you release them or they succeed in the saving throw. you can still make one-armed melee attacks against your opponent or others in range. if you can cast spells you can do so, so long as it does not require somatic components.
Acid resistant
You have developed a resistance to acid due to your exposure to mimic acid.
Mimic climb
Your mimics aid you in moving across tall surfaces with their tendrils. You gain a climbing speed of 40ft
Horrific visage
as a bonus action, your mimics reveal their eyes, tendrils, and gnarled fangs to menace all individuals of your choice that can see you within a 20ft radius centered on you. any individuals you choose must make a Wisdom saving throw. on a failure, the individual is frightened of you for 1 minute. on a success, nothing happens. you may use this bonus action a number of times equal to your Charisma modifier +1(minimum of 1).
Mimic familiar
as an action, you can temporarily lose the benefits of one of your mimic form choices in exchange for a unique mimic familiar. if the mimic familiar is reduced to 0 hitpoints it is instead reduced to 1 hitpoint and it escapes back to you. it must recover for 1d4 days until it can be used in battle again. the healing process can be shortened by any source of healing by 1d4 days. you may use this action once recharging on a long rest. (For all combat stats use the stat block below if you can't find it there look at this feature in the features & traits section)
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 18). Ability checks made to escape this grapple have disadvantage.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Pseudopod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 5) piercing damage plus 10 (2d8) acid damage.
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