Base Class: Fighter
MIMIC KNIGHT (5E’2024)
You have parasitically bonded with a mimic, a shapeshifting monster with a habit for disguising itself as inanimate objects. It serves as your weapon, armor, or shield - alive and deadly. Together, you adapt. As you grow so will the mimic as you bonded and help each other grow into something greater than you were apart.
LEVEL 3: MIMIC COMPANION You have trained your mimic to take the form of your equipment in exchange for a little blood, instead of acting on its own. as your mimic feeds on your blood to stay alive. you can Reshape your mimic into one of the three choices of equipment (weapon, armor, or shield), this can be changed at level 3, 7,10,15,18.
Re-Call: If the mimic has somehow been lost or destroyed or taken, you can summon it back (the old mimic disintegrates leaving behind a pile of rust). The Re-Call takes 10 minutes or can one action turn (6seconds) at cost one 1d1O DAMAGE against self as your blood makes the mimic (damage can not be reduced)
Fuse: You can fuse the mimic with one magic item you're holding, if it is a form the mimic can turn into using Reshape weapon, Anomer, or shield. When it takes the form of that same category as the magic item, it has all of the magic item's magical properties. The magic item appears at your feet if you die or if you fuse another item. (for weapon only) even if it isn't the same type of weapon it still can use all the magic items power.
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(ARMOR) LEVEL 3 Gain poison resists and heal for 1 health at the start of your turn in combat. LEVEL 7: Gain Acid resistance. LEVEL 10: you now heal as much as your Proficiency bonus.
(Shield). LEVEL 3: Grasping Protection. As a Bonus Action, and or reaction. You can make use of your mimic's pseudopods to shoot at a target within 5 feet taking the Grapple action, using your stats for the Grapple. You do not need a free hand to make or maintain this Grapple, but you can only have one creature Grappled in this way at a time per shield or armor mimic. When a creature is grappled in this way it can move closer to you but not away LEVEL 7: Pseudopods range increase to 10 feet. LEVEL 10: +1 to AC. Pseudopods range increase to 15 feet.
(WEAPON.) LEVEL 3: Weapon Shift. You can command your mimic to take the shape of any other melee weapon type, but it will not give you proficiency or mastery in that weapon type unless you already have it LEVEL 7: +1 DC to hit and damage when not fused, and is considered a magical weapon. LEVEL 10: +2 DC to hit and damage when not fused with a magic
MIMIC'S BITE. Once per turn. when you hit a creature with your mimic, or when a creature touches the mimic in any form you can make your mimic bite them dealing (1d4) Acid or Piercing damage to the creature (your choice). This damage increases at level 7 (1d6) ,level10 (2d4) , level 15 (2d6).
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LEVEL 7: Adaptive FORM: Adaptive points(have many as your con Bonus) resets on a long rest. Depending on which form your mimic is in you gain the following benefit:
(Shield) poison bite Reaction (cost 1Adaptive point) When a creature hits you with a melee attack, you can take a Reaction to have your shield bite down on the attacker dealing (2D4+ Con modifier) piercing damage and the attacker must make a CON save against your save DC (8 + proficiency bonus + Con modifier) or take (1d10+ Con modifier) Acid damage.
(Weapon) Reposition (cost 1 Adaptive point) . When you hit a large or smaller creature with the mimic weapon. You can move to unoccupied space within 10 feet of your character and lose half their move speed, OR for the Cost (2 Adaptive point) force the target to Strength saving throw against your attack save DC (8+ proficiency bonus + Strength or Constitution). On failure they are disarmed.
(Armor)
(light Armor) Adaptive stealth (Cost 2 adaptive points) You get advantage on stealth your next stealth check and add you con mod to role.
(light and Medium Armor) Sticky Shell (cost 1 Adaptive point) You have a Climb Speed equal to your move Speed and can climb difficult surfaces, even ceilings, without needing to make an ability check, last 1 minute.
(Medium Armor) 2 is better then one Reaction (cost 1 Adaptive point) gain advantage on saving throws, or impose disadvantage on attacks.
(Heavy Armor) Adaptive armor: Reaction (cost 1 Adaptive point)you can reduce any damage taken by (haft level +1D4+ con modifier).
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LEVEL 10: MIMIC SPAWNING: As an action you can summon 1 Mimic last one hour and has an AC of (10+ you con bonus). You spit the mimic out onto an unoccupied space within 20 feet of you. You have a psychic link with this mimic that gives you control over it, No action required. It takes its turn on your turn. This is limited to a 1 time use per long rest. OR If you are out of uses, you can take (6d10) damage can not be reduced. To use this ation again. Only 2 mimics can exist at one time using this ability.
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LEVEL 15: MONSTROUS OFFSPRING: Your mimic companion has spawned an offspring. You now have two mimic companions, and can equip each of them separately. (+2 to your adaptive pool.)
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LEVEL 18: UNDYING LOYALTY: When you fall below 0 health you mimics will desperately try to save its host. One of your MIMIC COMPANIONS will break off becoming a Mimic spawn before pushing you 10 feet in a direction of your choice. You will also get disengage action and Dodge action tell the start of your next turn. Your other MIMIC COMPANION will dissolve back into you healing you for (10+2D10+ Constitution modifier). If your mimics were fused with items you will still have them on but lose all the add effects of the mimic's. you can only do this one time per long rest, and will need to reform your mimics.
Level 3: MIMIC COMPANION
LEVEL 3: MIMIC COMPANION You have trained your mimic to take the form of your equipment in exchange for a little blood, instead of acting on its own. as your mimic feeds on your blood to stay alive. you can shape your mimic into one of the three choices of equipment (wepon, armor, or sheild), this can be chainged at level 3, 7,10,15,18.
Armor
(ARMOR) LEVEL 3 Gain poison resists and you heal for 1 health at the start of your turn in combat. LEVEL 7: Gain Acid resistance. LEVEL 10: you now heal as much as your Proficiency bonus.
Shield
(Shield). LEVEL 3: Grasping Protection. As a Bonus Action, and or reaction. You can make use of your mimic's pseudopods to shoot at a target within 5 feet taking the Grapple action, using your stats for the Grapple. You do not need a free hand to make or maintain this Grapple, but you can only have one creature Grappled in this way at a time per shield or armor mimic. When a creature is grappled in this way it can move closer to you but not away. LEVEL 7: Pseudopods range increase to 10 feet. LEVEL 10: +1 to AC. Pseudopods range increase to 15 feet.
WEAPON
(WEAPON.) LEVEL 3: Weapon Shift. You can command your mimic to take the shape of any other melee weapon type, but it will not give you proficiency or mastery in that weapon type unless you already have it. LEVEL 7: +1 DC to hit and damage when not fused, and is considered a magical weapon. LEVEL 10: +2 DC to hit and damage when not fused with a magic.
Re-Call
Re-Call: If the mimic has somehow been lost or destroyed or taken, you can summon it back (the old mimic disintegrates leaving behind a pile of rust). The Re-Call takes 10 minutes or can one action turn (6seconds) at cost one 1d1O DAMAGE against self as your blood makes the mimic (damage can not be reduced)
Adaptive Form
LEVEL 7: Adaptive FORM: Adaptive points(have many as your con Bonus) resets on a long rest. Depending on which form your mimic is in you gain the following benefit:
(Shield) poison bite Reaction (cost 1Adaptive point) When a creature hits you with a melee attack, you can take a Reaction to have your shield bite down on the attacker dealing (2D4+ Con modifier) piercing damage and the attacker must make a CON save against your save DC (8 + proficiency bonus + Con modifier) or take (1d10+ Con modifier) Acid damage.
(Weapon) Reposition (cost 1 Adaptive point) . When you hit a large or smaller creature with the mimic weapon. You can move to unoccupied space within 10 feet of your character and lose half their move speed, OR for the Cost (2 Adaptive point) force the target to Strength saving throw against your attack save DC (8+ proficiency bonus + Strength or Constitution). On failure they are disarmed.
(Armor)
(light Armor) Adaptive stealth (Cost 2 adaptive points) You get advantage on stealth your next stealth check and add you con mod to role.
(light and Medium Armor) Sticky Shell (cost 1 Adaptive point) You have a Climb Speed equal to your move Speed and can climb difficult surfaces, even ceilings, without needing to make an ability check, last 1 minute.
(Medium Armor) 2 is better then one Reaction (cost 1 Adaptive point) gain advantage on saving throws, or impose disadvantage on attacks.
(Heavy Armor) Adaptive armor: Reaction (cost 1 Adaptive point)you can reduce any damage taken by (haft you level rounded up +1D4+ con modifier).
MIMIC SPAWNLING
LEVEL 10: MIMIC SPAWNING: As an action you can summon 1 Mimic last one hour and has an AC of (10+ you con bonus). You spit the mimic out onto an unoccupied space within 20 feet of you. You have a psychic link with this mimic that gives you control over it, No action required. It takes its turn on your turn. This is limited to a 1 time use per long rest. OR If you are out of uses, you can take (6d10) damage can not be reduced. To use this ation again. Only 2 mimics can exist at one time using this ability.
MONSTROUS OFFSPRING
MONSTROUS OFFSPRING: Your mimic companion has spawned an offspring. You now have two mimic companions, and can equip each of them separately. (+2 to your adaptive pool.)
UNDIEING LOYALTY
UNDYING LOYALTY: When you fall below 0 health you mimics will desperately try to save its host. One of your MIMIC COMPANIONS will break off becoming a Mimic spawn before pushing you 10 feet in a direction of your choice. You will also get disengage action and Dodge action tell the start of your next turn. Your other MIMIC COMPANION will dissolve back into you healing you for (10+2D10+ Constitution modifier). If your mimics were fused with items you will still have them on but lose all the add effects of the mimic's. You can only do this one time per long rest, and will need to reform your mimics.







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