Fighter
Base Class: Fighter

This martial archetype is known to come from a large society of people who learned to live alongside mimics, exchanging small livestock for work. After multiple generations, these mimics started evolving to adapt with the people, resulting in the Mimic Knight, a fighter who comes from this society and works with their mimics to defeat monsters.

Level 3: Mimic Tamer

When you pick this subclass at level 3, you gain 2 mimics to pick from. You gain one additional mimic at level 7 and 15, for a total of 4.

Sword Mimic

This mimic has the ability to take one of 3 forms, which it can change to at your command using an action. Unless specified otherwise, this mimic acts as a Longsword.

Vile Sword

When you make a damage roll with this sword, add 1d8 acid damage to it. This is buffed to 2d8 at level 7 and 3d8 at level 15.

Fleshy Sword

When you make an attack with this sword, you can use a free action to attempt to grapple the target with the sword.

Seeing Sword

When you make an attack with this sword, add +2 to the attack roll and damage roll.

Shield Mimic

This mimic has the ability to take one of 3 forms, which it can change to at your command using an action.

Tendril Shield

When holding this shield, you have an additional 5 feet of reach. This shield has a +2 to AC.

Curved Shield

You can choose to make a dexterity ranged attack (20/60) with this shield, and you are proficient in this attack. On a hit, deal 1d8 slashing damage, which is buffed to 2d8 and 3d8 at 7th and 11th level respectively. This shield comes back to you at the end of the attack. This shield has a +2 to AC.

Heavy Shield

When holding this shield, you have +3 to AC.

Boot Mimic

This mimic has the ability to take one of 3 forms, which it can change to at your command using an action.

Sticky Boots

When wearing these boots, you have a climb speed equal to your walk speed.

Winged Boots

When wearing these boots, you have a fly speed equal to half your walk speed.

Speedy Boots

When wearing these boots, your walk speed is raised by 15.

Armor Mimic

This mimic has the ability to take one of 3 forms, which it can change to at your command using an action.

Tentacle Armor

When wearing this armor, you can use an action to make an unarmed attack against an enemy within 15 feet of you. The target must succeed on a DC 14 Strength saving throw or take 2d6 acid damage. This is buffed to 3d6 and 4d6 at 7th and 11th level respectively. This armor has an AC of 15.

Toxic Armor

When wearing this armor, you can use an action to have the mimic spit toxic gas around you in a 20-foot-radius sphere centered on yourself. Each hostile creature must make a DC 15 Constitution saving throw or be poisoned until the end of your next turn. This armor has an AC of 15.

Reflecting Armor

When wearing this armor, if an enemy lands a melee attack on you, you can deal damage to the attacker with your reaction. This damage is 1d6 acid damage. It is increased to 2d6, 3d6, and 4d6 at level 5, 7, and 11, respectively. This armor has an AC of 14.

Item Mimic

This mimic has the ability to take one of 5 forms, which it can change to at your command using an action.

Bag of Holding Mimic

When the mimic is in this form, it acts like a bag of holding, except that it can only hold 250 pounds instead of 500. You can tell the mimic who is permitted to put things in or take things out. If the mimic notices someone who is not permitted try to put things in or take things out, it bites when they reach their arm in, dealing 1d4 acid damage. If the mimic changes form while things are held in this form, the items that were in the bag can only be retrieved when the mimic changes back to this form.

Alchemy Jug Mimic

This mimic acts like a blue alchemy jug, but instead produces one-fourth of the fluid.

Spewing Mimic

This mimic can be used as a ranged weapon, spitting vomit in a 10-foot cone. Each creature must make a DC 13 Dexterity Saving Throw, or take 4d6 acid damage on a failed save, or half as much on a passed one. This action can only be used 3 times per long rest. If attempting to use it any more times, roll any die. On an even number, take 2d6 acid damage. On an odd number, deal the attack as normal.

Trap Mimic

This mimic is used like a beartrap, biting any creature that steps on it, having them make a DC15 Dexterity Saving Throw, or taking 1d10 acid damage and making the creature prone on a fail.

Blinding Mimic

As an action, you can attempt to throw this mimic on a creature with a Dex ranged attack (30/120) which you are proficient in. If this attack lands, the mimic latches onto the targets face, blinding them for a turn, and dealing 1d8 acid damage.

 

Level 7: Monstrous Presence

At 7th level, you gain proficiency in Charisma (Intimidation) rolls. Also, as a bonus action, you can attempt to frighten any enemies in a 15-foot-radius centered on yourself, and any creatures affected must make a DC Constitution saving throw equal to 8 + Your Strength Modifier + Your Proficiency Bonus, or be frightened until the end of your next turn.

Level 10: Sickening Mimics

At 10th level, whenever an enemy takes damage from one of your mimics, it must make a DC Constitution saving throw equal to 8 + Your Strength Modifier + Your Proficiency Bonus, or be poisoned until the end of your next turn.

Level 15: Sacrificial Mimics

At 15th level, you can sacrifice one of your mimics to regain 2d10 health and 1d8 temporary health points using an action. When you sacrifice one of your mimics, you can't use any of its abilities until a long rest, which you regain any mimics sacrificed.

Level 18: Master of Mimicry

At 18th level, with an action, you can merge with your mimics, granting you resistance against bludgeoning, piercing, and slashing damage from non-magical weapons, a climbing speed equal to your walking speed, whenever you make an unarmed attack in this form, it deals 1D8 Bludgeoning damage + Your Strength Modifier which count as magical attacks, and you can also attempt to grapple the target of the unarmed attack using a free action. You count as one size larger when in this form. You also have 30ft of blindsight during this transformation. This form ends if you are reduced to 0HP, in which every creature in a 10-foot-radius around you must make a DC15 Constitution Saving Throw or take 8D8 acid damage or half as much on a success, where your fused form explodes into a rain of gore and acid. This form also ends if you voluntarily end it with a free action, or after 3 minutes. You can use this feature once per long rest.

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