Base Class: Rogue
Some rogues harness the magic of Mimics and master the art of imitating and impersonating others. They have the ability to seamlessly blend into any situation or environment, making them formidable spies, infiltrators, and tricksters.
Imitate
When you choose this archetype at 3rd level, you gain the ability to analyse and copy the properties of objects and creatures.
Proficiencies. You gain proficiency with Disguise Kits or in the Deception skill (your choice). If you are already proficient in both, you gain proficiency in one other skill of your choice.
Mimic. When you touch an object or willing creature, you can spend an action to mark the target for 1 minute. This effect ends early if you are incapacitated or dead. While a target is marked this way, you can attempt to copy one of the target’s traits (no action required), detailed under “Mimic Traits” below, up to two times within the mark’s duration. You cannot use the same Mimic Traits option more than once per mark, but you can mark an already marked target again to extend the mark’s duration and gain two more Mimic Traits options. However, you can only mark a target using this feature once per turn. You can mark a creature using this feature a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest. Starting at 6th level, you regain one use after completing a short rest.
Ability Checks. Some of the features detailed in “Mimic Traits” below require you to make Intelligence (Arcana) or Intelligence (Nature) ability checks. The DC for those ability checks is 8 + the marked target’s proficiency bonus + the marked target’s highest ability score. However, if the marked target has a CR or Character Level greater than 2 + your rogue level, you automatically fail the ability check.
Combat Mimicry
Also starting at 3rd level, when you hit a creature with an attack or it fails a saving throw as a part of your Imitate feature and it takes damage, that creature takes additional damage equal to rolls of your Sneak Attack dice and is treated as if you landed a Sneak Attack on it. However, you can still only use your Sneak Attack feature on one target per turn. Additionally, when you land a sneak attack on a creature, you can immediately mark that creature using your Imitate feature without an action, even if it is non-willing.
When you do so, you may choose one of the following benefits:
- Roll your Sneak Attack dice and regain a number of hit points equal to the total number rolled + your rogue level.
- For the next minute, whenever you land a sneak attack on the marked creature, you can make an Intelligence (Nature) check to learn more about it as a part of the same attack action.
- For the next minute, you know the exact location of the marked creature, as long as it is on the same plane of existence as you.
Disrupt
Starting at 9th level, you learn how to counter abilities and spells that you have studied and copied. If a creature attempts to use an ability or cast a spell that you have mimicked by using the Imitate feature within the last 10 minutes, as a reaction, you can force it to make a Charisma saving throw. The DC for the saving throw is 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target fails to use or cast the ability or spell and it has no effect.
Once you use this feature, it can’t be used again until the end of your next short or long rest.
Eye of Analysis
At 13th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. Your Sneak Attack damage against any creature that is marked by your Imitate feature increases by 3d6.
Perfect Imitation
At 17th level, after marking a target with your Imitate feature, you can use any number of Mimic Traits options on it. However, you still cannot use the same Mimic Traits option more than once per mark.
Mimic Traits:
Ability. Make an Intelligence (Nature) check on the marked target to copy an ability it has that you know of. On a success, if the ability is a triggered ability, you gain that ability for 10 minutes. If the ability is an activated ability, you can use the ability once within the next 10 minutes, without material components or expending any resources.
Appearance. You transform into a disguise, copying the marked target’s appearance with all equipment (excluding magical equipment) for 1 hour, as long as the marked target is small, medium, or large. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Starting at 17th level, the target no longer has to be small, medium, or large to use this feature.
Attacks. Make an Intelligence (Nature) check on the marked target to copy one attack or multi-attack action that you have seen the target take. On a success, you can use that action up to two times within the next 10 minutes.
Body. You gain one of the target’s senses, speeds, resistances, or immunities that you know of. This effect lasts for 10 minutes.
Spell. Make an Intelligence (Arcana) check on the marked target to copy one spell that you have seen the target attempt to cast. On a success, you can cast the spell once at the same level within the next 10 minutes, using Intelligence as your spellcasting ability, without material components or expending spell slots, as long as the spell is of a spell level equal to or lower than half of your rogue level, rounded up.
Talent. You replace one of your skill modifiers, saving throws modifiers, or armor class with the target’s. This effect lasts for 10 minutes.
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