Base Class: Fighter
a fighter that is symbioted with a mimic.(change later.
Living Weapon
Beginning when you choose this archetype at 3rd level, your unarmed attacks take the form of a weapon crafted from mimic flesh, these weapons can take the form and adopt the stats of any martial/simple weapon that you have seen on your "weapon list", these weapons cannot be enchanted or turned magical. ex. Becoming a Hexblade, or becoming a +1 weapon.
when you transform a limb into this weapon roll your Fighter's Hit die, and take half of the damage, rounded down. (minimum 1) these weapons last until you change weapons, choose to end the effect or fall unconscious. Any non-magical martial or simple weapon you have seen within a range of 20 ft will be added to your "weapon list"
at the start of combat, and on the end of each of your turns you may choose a form for your weapon to take. you may only have one of these effects active at time.
Blade form: +1 to attack rolls.
Hammer form +2 to damage
Whip form: +5 reach
Claw form: after landing an attack you may attempt a grapple as a bonus action.
Bulwarked Attack
Starting at 7th level, When you are the target of an attack, you may impose disadvantage on that attack and every attack that targets you until the end of your next turn. Your attacks will also be made at disadvantage until the end of your next turn.
Hungry Predator
When you make an attack that does not have disadvantage against a target, you deal an additional 1d8 Necrotic Dmg to the Target. You may choose to add an effect from the list below. to the attack. Only one effect can be done per turn. when an effect causes an enemy to make a saving throw, the DC for the throw is 8+Constitution modifier+Proficiency bonus.
Latching Maw- Immediately after you hit a creature with a melee unarmed attack on your turn, you can have the mimic attempt to cling to it. The target must make a Dexterity saving throw. On a failed save, it's movement speed it reduced to zero until you move out of reach, or until the end of your next turn.
Hardened Strike- Before you make a melee unarmed attack on your turn, you can harden the flesh of the weapon you are swinging. if this attack hits a creature the creature must make a constitution saving throw. on a failed save the creature is pushed 15 feet back and has the stunned condition until the start of your next turn.
lashing tentacles.: When you successfully hit a creature with an unarmed strike. you may attempt to hit another creature within reach. you must make a Dexterity saving throw, on a successful save you may attack another creature within reach with a melee unarmed strike from your weapon list. on a failed save you take half the damage you would deal rounded down. and may not perform this secondary attack.
You can now consume Magic weapons and add them to your weapon list.
Adaptive Flesh
At 10th level, when you are dealt damage. you may spend a charge of Indomitable to gain resistance to that dmg type until you finish a long rest. If you are dealt multiple dmg types from one source you may only choose one type.
Mimic Blood
when you hit a creature with an unarmed attack you may gain temporary hp equal to the damage dealt. When you have temp hp and you hit a creature with an unarmed strike you may choose to take necrotic damage, your attack will deal additional damage equal to the necrotic damage dealt to you, regardless of resistance, but not immunity.
Blood-fed Survivor
At 18th level, At the start of your turn, you may heal HP equal to half the amount of damage you received since the start of your last turn. You cannot gain the benefit of this ability if you were at any point unconcious before the start of your turn.
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