Fighter
Base Class: Fighter

Mimic Knights are fighters who have bonded themselves with many a mimic in order to survive and thrive. The mimics take the forms of their equipment and gear. Their armor, weapons, shields, boots, and otherwise. They empower these items, even consuming magic items to gain their properties. While a fascinating symbiotic relationship, many find this grotesque and frightening to behold.

Level 3: Symbiotic Bond

At 3rd level, you gain a symbiotic connection with a mimic entity that takes the form of one piece of equipment: armor, a weapon, a shield, or boots. This bonded item becomes a living extension of your body, gaining special properties based on its form. You may switch the mimic’s bond to a different item of the same type when you finish a short or long rest. Each bonded mimic is considered a separate entity for the purpose of abilities. You gain an additional mimic whenever you gain a feature in this subclass (level 7, level 10, level 15, and level 18) for an end total of 5 mimics.

Mimic Armor

Counts as one magical Light, Medium or Heavy Armor of your Choice that you have Proficiency in. You gain a +1 bonus to AC while wearing this bonded armor. Additionally, when a creature hits you with a melee attack, it takes 1d6 acid damage as the armor lashes out in response.

Mimic Boots

Your Mimic takes the form of a pair of Boots, you can walk up and across vertical surfaces and ceilings without needing to make an ability check. You also ignore nonmagical difficult terrain.

Mimic Shield

Counts as a Shield. Once per turn when you take the Attack action, your shield can attempt to grapple a creature within 5 ft. (uses your Strength, no action required).

Mimic Visage

Your Mimic takes the form of a Cloak or Mask. You have advantage on Charisma (Intimidation) checks, and as a bonus action, you can force each creature of your choice within 10 feet that can see you to succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your strength/dexterity modifier) or be frightened of you until the end of your next turn (usable a number of times equal to your proficiency bonus per long rest). Additionally, while you are wearing your mimic visage, you can use your choice of your strength or dexterity modifiers instead of your charisma for intimidation checks.

Mimic Weapon

Takes the form one Melee Weapon that you are proficient with. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. It deals an additional 1d6 acid damage on a hit.

Mimic Armor

Counts as one magical Light, Medium or Heavy Armor of your Choice that you have Proficiency in. You gain a +1 bonus to AC while wearing this bonded armor. Additionally, when a creature hits you with a melee attack, it takes 1d6 acid damage as the armor lashes out in response.

Mimic Boots

Your Mimic takes the form of a pair of Boots, you can walk up and across vertical surfaces and ceilings without needing to make an ability check. You also ignore nonmagical difficult terrain.

Mimic Shield

Counts as a Shield. Once per turn when you take the Attack action, your shield can attempt to grapple a creature within 5 ft. (uses your Strength, no action required).

Mimic Visage

Your Mimic takes the form of a Cloak or Mask. You have advantage on Charisma (Intimidation) checks, and as a bonus action, you can force each creature of your choice within 10 feet that can see you to succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your strength/dexterity modifier) or be frightened of you until the end of your next turn (usable a number of times equal to your proficiency bonus per long rest). Additionally, while you are wearing your mimic visage, you can use your choice of your strength or dexterity modifier instead of your charisma for intimidation checks.

Mimic Weapon

Takes the form one Melee Weapon that you are proficient with. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. It deals an additional 1d6 acid damage on a hit.

Devour Enchantment

Starting at 3rd level, your mimic symbionts can consume magic items to inherit their magical properties. As part of a long rest, you can feed a magic item to one of your bonded mimics, which then digests the item and absorbs its magical properties. The item is destroyed in this process.

A mimic can hold one absorbed item at a time, regardless of rarity. If you feed a new item to a mimic, you overwrite any previous enchantments it knew.

Adaptive Mutation

At 7th level, each of your bonded mimics evolves, developing enhanced and unpredictable traits:

Armor Mutation

You gain resistance to acid damage. When a creature hits you with a melee attack, you can use your reaction to cause the creature's weapon to stick to your armor. If the creature doesn't let go of the weapon, they have the grappled condition while it is stuck. While stuck, the weapon cannot be used. The target can use an action to attempt to break the weapon free with a Strength (Athletics) check against a DC of (8+ your proficiency bonus + your strength or dexterity modifier), freeing the weapon on a success.

Boots Mutation

You gain a swimming speed equal to your walking speed. Additionally, you gain immunity to all forms of difficult terrain, magical and non-magical. You also have advantage on saving throws made to avoid being knocked prone or moved against your will.

Shield Mutation

A creature grappled by your mimic shield is also considered restrained.

Visage Mutation

When a creature fails its saving throw against your frightening visage, it also has disadvantage on attack rolls and ability checks until the end of your next turn.

Weapon Mutation

Your bonded weapon becomes semi-fluid, able to change its shape subtly. You can switch its damage type between slashing, piercing, or bludgeoning as a bonus action. When you reduce a creature to 0 hit points with this weapon, you can have the mimic momentarily consume the creature and reinforce your weapon, granting you a +2 bonus to attack and damage rolls with it until the end of your next turn.

Mimic Host

At 10th level, your mimics become partially autonomous extensions of your will. When you take the Attack action on your turn, one of your bonded mimics (not the weapon you are attacking with) can make a pseudopod strike as a bonus action. The pseudopod is a melee weapon attack with a range of 10 feet that uses your Strength or Dexterity modifier (your choice) and deals 1d10+1d6+(your strength or dexterity mod) bludgeoning or acid damage (your choice).

Additionally, your mimics develop rudimentary awareness. Each bonded mimic gains an Intelligence of 6, understands your languages, and can communicate emotions and simple ideas telepathically with you while within 60 feet.

Eldritch Convergence

At 15th level, your bond with your symbiotic mimics strengthens, allowing them to react instinctively in battle.

Once each round, your mimics can act instinctively, free of your command. You can use one of your mimic actions without using the required action once every round. For example, you could use your visage ability without expending your bonus action, or your mimic armor reaction without expending your reaction. You can only do this once every round of combat.

Devouring Overmind

At 18th level, you and your mimics reach your peak ability, working in perfect tandem together.

- You are immune to acid damage and critical hits.

- You are immune to the paralyzed condition

- Once per long rest, when you would be reduced to 0 hit points, one of your mimics can push a rush of adrenaline through your system to keep you from falling. You instead drop to 1 hit point, and gain a number of temporary hit points equal to twice your fighter level.

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