Base Class: Blood Hunter
The Order of the Mimic
The Order of the Mimic was founded by a powerful wizard who studied the monstrosities his fellow spellcasters conjured. This wizard believed that the creation of such abominations was an affront to the magical arts and desired nothing more than their eradication. He studied tirelessly to devise the most efficient way to purge these monsters from the world, and in his research he discovered the blood hunters.
These fierce warriors selflessly scarred, mutated, and transformed their bodies and souls in myriad ways to become like the creatures they hunted, turning the monsters’ own powers against them. Inspired by their practices, the wizard resolved to aid them - and thus the Order of the Mimic was born.
Using forbidden blood magic rituals taught to them by the wizard, each hunter of this Order creates their own personal monstrosity to aid them in battle. The shapechanging abilities of the mimic allow hunters of this Order to be incredibly adaptable when combating both the savage monsters of this world and the cruel spellcasters who create them.
The Mimic
At 3rd level, you undergo a secret blood ritual that fuses a mimic to your very essence. Rather than existing as a separate creature, the mimic binds itself to you in a symbiotic union. You and the mimic become a single entity, your thoughts, senses, and instincts intertwining. This living bond allows you to draw upon the mimic’s strange powers, while the mimic feeds from your vitality. Neither fully master nor servant, you act in tandem, each completing the other.
Shapechanger. Beginning at 3rd level, you can will your mimic symbiote to morph part of its body into a functional object it has seen before. As a bonus action, you command the transformation telepathically.
The created object must meet the following conditions:
- It cannot weigh more than 20 pounds.
- It must remain within 5 feet of you, tethered by the mimic’s form.
- It must be a single, continuous piece (for example, a single sword rather than a pair of blades).
The transformation lasts until you dismiss it as a free action or command a new shape.
Mimic Weapon. Beginning at 3rd level, your mimic symbiote can use its Shapechanger trait to transform into any weapon of your choice that does not have the Loading property. Alternatively, it can adhere itself to a weapon you are wielding, turning that weapon into a mimic weapon. Only one single weapon can be shapeshifted into or turned into a mimic weapon by this feature at a time.
Additionally at 5th level, all nonmagical mimic weapons gain a +1 bonus to attack and damage rolls and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This bonus increases to +2 at 11th level and +3 at 18th level.
Because of the mimic’s adheisive trait, you cannot be disarmed while wielding a mimic weapon.
Symbiotic Mimicry
Starting at 3rd level, you let the mimic guide you in battle.
Guided Hand. When you make an attack with a mimic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you make an attack with a mimic weapon while concentrating on a spell, your concentration on that spell ends immediately. If you currently have an active Crimson Rite on your mimic weapon, both your Ravenous Bite and Lashing Whip attacks benefit from that rite.
Ravenous Bite. When you hit a creature with a mimic weapon, you can immediately use a bonus action to make a melee attack against the same target. The mimic launches forward to bite the creature. You use your Intelligence modifier, instead of Strength, for the attack and damage rolls. The damage die for this attack is a d4, and it deals piercing damage. This counts as a nonmagical mimic weapon.
Lashing Whip. Once per turn, when you take the Attack action or when you make an opportunity attack, you can replace one of your attacks with a pseudopod lash. This pseudopod is treated as a simple melee weapon with a reach equal to 5 × your proficiency bonus (in feet). On a hit, the target takes 1d4 piercing damage plus 1d4 acid damage. Both damage dice scale with your Hemocraft die progression. You use your Intelligence modifier, instead of Strength, for the attack and damage rolls with this weapon. Additionally, as a bonus action, you can target one Tiny object within the pseudopod’s reach that is not being carried or worn. The mimic lashes out and snatches the object, delivering it into your hand.
Evolving Form
At 7th level, your mimic grows and gains new abilities:
Color Change. You have advantage on Stealth checks, as the mimic subtly alters its texture and coloration to blend with its surroundings.
Overwhelm. When you hit a Medium or smaller creature with your Lashing Whip, you can force the target to make a Strength saving throw against your Hemocraft save DC. On a failed save, the target is grappled by the mimic. The grapple lasts until the target escapes (escape DC equals your Hemocraft save DC) or you release it (no action required). While the creature is grappled you can not target any other creature with either Lashing Whip or Ravenous Bite.
While a creature is grappled by this feature, your melee weapon attacks against that creature are made with advantage.
Brand of the Insatiable
At 11th level, your Brand of Castigation marks the branded creature as prey for the mimic, exciting its omnivorous cravings. When you hit a branded creature with your mimic weapon for the first time on your turn, you gain temporary HP equal to the damage dealt until the end of your next turn.
Full Symbiosis
At 15th level, your mimic mutates further, sharing its powers with you:
Adhesive. You gain a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and ceilings while leaving your hands free. Additionally you can grapple creatures of up to Large size with your Lashing Whip.
Shared Strength. You have advantage on Strength ability checks and saving throws.
Monster Senses. You gain darkvision out to 60 feet and blindsight out to 20 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
Symbiotic Lunge. As a bonus action, you can extend the mimic’s pseudopod to an unoccupied space you can see within your Lashing Whip’s reach. You immediately pull yourself into that space. Opportunity attacks made against you by this movement are made with disadvantage. You can only move in this way if there is a wall, floor, or ceiling that can support your weight.
Perfect Symbiosis
At 18th level, you and your mimic fully merge into a single, ever-shifting entity of flesh, steel, and hunger. While you are not incapacitated, you gain the following benefits:
Multi-Mimic Offense. Once per turn when you take the Attack action, you can have your mimic make one additional weapon attack as part of the same action.
Toothy Maw. The weapon die of the mimic weapon you get through Shapeshift becomes 3d6.
Predator’s Resilience. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/21/2025 2:54:49 PM
|
14
|
0
|
2
|
Coming Soon
|