Base Class: Ranger
You've dedicated your life to the study of mimics. You consider these creatures to be the perfect predators, which possess a myriad of abilities that can be harnessed to solve many day to day problems. You've come to know them so well you are able to comunicate with them, and can even give a mimic the necessary incentive to not only become docile, but also to be trained and use its shapechanging abilities in your favor.
Mimic Mascot
At 3rd level, you can gain a mimic companion that accompany you on your adventures and train it to fight alongside you. When you find a hostile mimic, you make a DC 10 Wisdom (Animal Handling) check to make the mimic docile. If you succeed, the mimic becomes friendly and starts following you. You can then train the mimic to follow your commands. At the end of a long rest, you can make a DC 12 Wisdom (Animal Handling) check. If you succeed, you successfully train the mimic, and it becomes your companion. For the mimic's stats, use the Mimic Companion Stat Block. Like any creature, the mimic can spend Hit Dice during a short rest.
In combat, the mimic acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mimic to take the Attack action. If you are incapacitated, the mimic can take any action of its choice, not just Dodge.
You can command the mimic to shapechange into an object of your choice. The object must be Medium or smaller, worth no more than 30 gp. Objects of greater value can be mimicked, but at close inspection, the object seems like a cheap forgery. It also cannot imitate an object’s chemical properties, such as fire or electricity. It can recreate weapons and armor, but cannot be used for attacking or protection.
If the mimic drops to 0 hit points, a piece of its dying body detaches, creating a spawn. The spawn has the same stats as a juvenile mimic, though it cannot attack. You can spend a long rest nourishing this spawn back to its adult form. If the mimic spawn drops to 0 hit points, it dies, and you must find another mimic to train.
You have also trained the ability to gain insight on the mimic's hunting tactics. You have advantage in Wisdom (perception) checks made to detect mimics.
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC is your spellcasting DC). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the mimic makes.
Pseudopod. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB piercing damage plus 1d8 acid damage.
Battle Symbiosis
Beginning at 7th level, you can use a bonus action to command the mimic to take the Dash, Disengage, or Help action on its turn, and the mimic’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you have learned how to to properly deal with the mimic’s acidic secretions. You gain resistance to acid damage, and once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d8 acid damage to the target.
Martial Mimicry
You train the mimic to hone its skills specifically for combat. Beginning at 11th level, the mimic can attack twice, instead of once, whenever it takes its attack action. In addition, when the mimic shapechanges into a weapon, it can be wielded for attacks, and gains all non-magical properties of that weapon. The mimic can also morph into a set of armor to protect you, granting you an AC equal to 14 + your Dexterity modifier. While morphed this way, attacks that miss you by 4 or less automatically hit the mimic.
Colony Keeper
You've trained and nourished your mimic to the point were it reached the stage of proper reproduction. At 15th level, your mimic becomes able to spawn mimics without dying. It creates a new spawn every 1d6 days. When these spawn grow up, they become mimics that you can control. These mimics have the stats of a common mimic from the Monster Manual and act on their own initiative in combat. You can control up to 4 spawns at a time. if you keep more than 4, any new spawn will become hostile when they reach adult form.
Previous Versions
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