Homebrew
You have inherited the secret knowledge of taming and weaponizing the infamous mimic to create your own set of living armor and weapons. From spider-climbing boots to sharp-toothed war hammers, every new piece of living equipment will bring various new skills to the table. And as you gather them up, your companions will grow deadlier but also hungrier under your guiding hand. So always have some food with you, for you cannot escape, if your armor starts to feast on you instead...
hit dice:
1d10 per Fighter Level
hit points at 1st level:
10 + your Constitution Modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per Fighter Level after 1st
armor proficiencies:
All Armor, Shields
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
spellcasting:
class features:
Fighter Abilities
Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
---|
1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
2 | +2 | Action Surge (one use), Tactical Mind | 2 | 3 |
3 | +2 | Fighter Subclass, Shifting Appearance | 2 | 3 |
4 | +2 | Ability Score Improvement | 3 | 4 |
5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
6 | +3 | Ability Score Improvement | 3 | 4 |
7 | +3 | Subclass feature | 3 | 4 |
8 | +3 | Ability Score Improvement | 3 | 4 |
9 | +4 | Indomitable (one use), Tactical Master | 3 | 4 |
10 | +4 | Subclass feature | 4 | 5 |
11 | +4 | Two Extra Attacks | 4 | 5 |
12 | +4 | Ability Score Improvement | 4 | 5 |
13 | +5 | Indomitable (two uses), Studied Attacks | 4 | 5 |
14 | +5 | Ability Score Improvement | 4 | 5 |
15 | +5 | Subclass feature | 4 | 5 |
16 | +5 | Ability Score Improvement | 4 | 6 |
17 | +6 | Action Surge (two uses), Indomitable (three uses) | 4 | 6 |
18 | +6 | Subclass feature | 4 | 6 |
19 | +6 | Epic Boon | 4 | 6 |
20 | +6 | Three Extra Attacks | 4 | 6 |
subclass options:
At level 3, you get the following bonus feature:
Shifting Appearance
Studying the mindset and abilities of mimics, you start developing some of their features yourself. You can choose two of the following proficiencies: deception, performance, disguise kit, gaming set
Beyond that, you start binding mimics to yourself. Each new mimic will take the place of one piece of equipment of your choice and grant you special abilities associated with its form. For each equipment type, you can have no more mimics than the number of gears you can wear simultaneously.
As you progress, you can give your mimics level points:
1 point at level 3
2 points at level 7
3 points at level 10
4 points at level 15
5 points at level 18
Receiving a new mimic is only possible at one of these level-ups by spending one level point. Hence, each new mimic starts at level 1.
Each point gives the mimic a new level and thus new abilities. All abilities are listed in the tables below.
Also each mimic will need its fair share of food, as shown in detail in the ability tables. If you won't deliver, the mimics will feed on you, dealing 1d8 piercing damage per missing food ration to you after the next long rest, ignoring any resistance and immunity. Note that the body of a fallen enemy can also be fed to your mimics, counting as 1 ration.
Mimic Helmet
Level | Food ration per long rest | Ability | Number of Uses | Action Time | Description |
---|
1 | 0.5 | Living Helmet | | passive | Your mimic takes the form of a cloak, mask or helmet. It grants you advantage on intimidation throws. |
2 | 0.5 | Terrifying Glare | Your proficiency bonus per long rest | bonus action | Your mimic shows it's true appearance, making you look terrifying. Creatures that can see you within 10 feet of range must succeed a wisdom saving throw or become frightened until the end of your next turn. |
3 | 1 | Changeling | Once per long rest | 1 min | For 1 hour your mimic can cover your whole head and change it's appearance, giving you the face of a person of your choice that you know. |
4 | 1 | Ever watching | | passive | Thanks to it's many eyes, your helmet can see any threat that gets close to you from every direction and warn you. You cannot be surprised and get advantage on initiative rolls. |
5 | 2 | Deeper Bonding | | passive | Your mimic bonds with you on a molecular level, boosting your vision and reflexes. You get darkvision and an additional use for all of your reactions. |
Mimic Armor
Level | Food ration / long rest | Ability | Number of Uses | Action Time | Description |
---|
1 | 0.5 | Living Armor | | passive | Your mimic turns into a light, medium, or heavy armor of your choice that you have proficiency in. It attaches to you and can’t be removed against your will. It also expands to cover any unprotected part of your body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to any body part it is replacing. You can doff or don the armor as an action. |
2 | 0.5 | Enhanced Protection | | passive | Strengthening it's body tissue, your living armor grants you an additional AC+1 bonus. |
3 | 1 | Adaptive Skin | | passive | When your living armor reaches level 2, choose one of two features that your armor will adapt: Either a hardened or a mutable surface. The hardened surface will give you advanced defensive abilities for fighting head-on. In contrast, the mutable surface will focus on changing your appearance, making you a perfect stealthy intruder or assassin. |
Hardened Skin Branch
Level | Food ration / long rest | Ability | Number of Uses | Action Time | Description |
---|
3 | 1 | Reactive Cushioning | Once / short rest | reaction | Your armor thickens and hardens on a point, where an attack is landing, to absorb the impact. When hit by an attack, you can reduce the damage by 1d4 per mimic level. |
4 | 1 | Fanged Plates | | reaction | Your armor can grow sharp fangs, hurting enemies that come too close. When attacked in close combat, your armor can make a melee attack (using your attack stat) to deal 1d6 piercing damage. |
5 | 2 | Acidic Adaptation | | passive | You get resistance to acid damage, and "Fanged Plates" deals an additional 1d6 acid damage. |
6 | 2 | Symbiotic Armor | Once / short rest | bonus action | Your armor is partly autonomous and can lash out on its own. You make an attack roll. On a hit, you deal 1d10 piercing or acid damage (you decide). |
7 | 3 | Emergency Support | Once / long rest | passive | When you would be reduced to 0 hit points, your armor can fully envelop you and regenerate your body. You instead drop to 1 hit point, and gain temporary hit points equal to twice your fighter level. |
Mutable Skin Branch
Level | Food ration / long rest | Ability | Number of Uses | Action Time | Description |
---|
3 | 1 | Camouflage | | passive | Your armor can change its color to make you fit in better with your surroundings. You gain proficiency in stealth checks. |
4 | 1 | Fluid Skin | Once / long rest | action | The skin of your mimic gets almost fluid, ever flowing and changing to recreate both colors and textures from your environment, taking your camouflage to the next level. For 1 hour, you have advantage on stealth checks. If you have a living helmet with the ability "Changeling", you can use both "Fluid Skin" and "Changeling" simultaneously to turn yourself completely invisible instead. |
5 | 2 | Symbiotic Unity | Once / long rest | 1 min | You and your armor melt together, blurring the line between Host and Symbiote. For 1 hour, you become partly mimic and can change your size and appearance at will. |
6 | 2 | Symbiote Assassin | Once / short rest | reaction | Your living armor has learned from your experience and knows the lethal points of your targets and can guide your hand to land an extra critical blow. When you land a surprise attack, you can make an additional 2d10 of your weapons damage. |
7 | 3 | Emergency Support | Once / long rest | passive | When you would be reduced to 0 hit points, your armor can fully envelop you and regenerate your body. You instead drop to 1 hit point, and gain temporary hit points equal to twice your fighter level. |
Mimic Weapon
Level | Food ration per long rest | Ability | Number of Uses | Action Time | Description |
---|
1 | 0.5 | Living Weapon | | passive | You get a living weapon. You can choose its form as long as it's a weapon you are proficient in. In addition to its usual stats, it deals +1d4 acid damage. |
2 | 0.5 | Weapon Bond | Once per long rest | action | You take 1d4 piercing damage. Until your next long rest or until you break the bond, you cannot be disarmed of your weapon. |
3 | 1 | Shape Changing | | bonus action | Your bonded weapon becomes semi-fluid, able to change its shape subtly. You can switch its damage type between slashing, piercing, or bludgeoning damage. |
4 | 1 | Far Reaching Tongue | Once per short rest | action | When bonded, your living weapon can stretch out it's tongue and grab onto any kind of ground or object within 20 feet of range. You can then either swing around the circumference of the grapple point or pull yourself towards it in order to overcome either up to 20 feet of slope distance or up to 35 feet of horizontal distance. |
5 | 2 | Flesh Devourer | | passive | When you reduce a creature to 0 hit points with this weapon, you can have the mimic momentarily consume and reinforce itself, granting you a +2 bonus to damage rolls with it until the end of your next turn. Creatures consumed by this ability do not count into food rations for this mimic and are not considered potential food rations for mimics afterwards. |
6 | 2 | Autonomous Weapon | | bonus action | Your mimic can lash out on its own to make a melee weapon attack against a target creature within range that deals 1d10 bludgeoning or acid damage (you decide). |
Mimic Shield
Level | Food ration per long rest | Ability | Number of Uses | Action Time | Description |
---|
1 | 0.5 | Living Shield | | passive | Your Mimic takes the form of a shield. It grants you a bonus AC+3. |
2 | 0.5 | Grapple Bite | proficiency modifier per long rest | bonus action | Your shield can make an attack roll to grab a small to large creature within 5 feet of range. On a hit, the target gets grappled. |
3 | 1 | Crippling Tongue | | passive | Your mimic can wrap it's tongue around grappled creatures. Creatures grappled by your mimic are also considered restrained. |
4 | 1 | Tongue Twist | Once per short rest | action | Your Shield can lash out with its tongue and attempt to pull a small to medium creature within 30 feet range towards you. The target must succeed on a dexterity saving throw. On a fail, the creature gets 1d10 acid damage and is pulled up to a 5-foot distance in front of you. On a success, the target gets 1d5 acid damage and is pulled 15 feet towards you. |
5 | 2 | Reactive Catch | | reaction | Your mimic becomes partly autonomous and is now able to use Grapple Bite and Tongue Twist as reactions to close and ranged combat |
Mimic Bag
Level | Rations / Long Rest | Ability | Number of Uses | Action Time | Description |
---|
1 | 0.5 | Living Backpack | | passive | Your mimic becomes a backpack, able to hold 2 cubic feet/60lb of gear. When not fed, your mimic will eat a random piece of gear stored inside it instead of biting you. |
2 | 0.5 | A Thief's Nemesis | | passive | Your living backpack gains more trust in you, thus letting no other but you get near your stuff. When someone tries to reach into your backpack, they will get 1d6 piercing damage, and you will get alarmed. |
3 | 1 | Intelligent Design | | passive | Your mimics holding capacity grows larger. Its interior splits into two separate pockets, each able to hold 2 cubic feet/60lb of gear. You can choose which of them is shown when it's opened. Either one or both pockets can be visible. You can switch the visibility at any time without an action or command. |
4 | 1 | Autonomous Backpack | | passive | When you get separated from your living backpack, your mimic will spring to life and try its best to come back to you. During this time, it is a regular mimic. |