Buff Mimic (5e Subclass)

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Buff Mimic[edit]

Fighter Subclass (Mimic race prerequisite)
As a buff mimic you assume the form of a chest with huge buff arms and legs

Buff Arms[edit]

Starting at 3rd level, you are no longer able to wield traditional weapons, you gain proficiency in unarmed strikes
Their damage is increased to 1d8 + Your strength modifier, this damage increases to 2d6 at 10th Level and 2d8 at 18th Level.
You also gain the powerful build feature, whenever you make a long jump add your proficiency bonus x2, whenever you make a high jump add your proficiency bonus, you also gain advantage on grapples and shoves.

Chest Plate[edit]

Also at 3rd Level you lose the ability to wear armour and your armour class becomes 13 + half your constitution modifier (rounded down) + your proficiency bonus, you may also choose a resistance from the below damage types, you gain a second resistance at 7th Level and a third at 14th Level. You can, should you desire, have armour custom-made for yourself. Barding (PHB 157) rules apply for the armour

  • Fire
  • Acid
  • Cold
  • Lightning
  • Thunder
  • Necrotic
  • (7th Level or higher) Nonmagical Bludgeoning, Piercing and Slashing

Bonus Maneuvers[edit]

Starting at 7th Level your unarmed strikes are considered magical for the purpose of overcoming resistances
In addition, you gain the ablility to use powerful maneuvers to help you, you may learn one maneuver from the list below. You may learn a second maneuver at 15th level and a third at 18th level

  • Hey!, Why'd you hit me?
    Whenever a creature makes an attack againt you within 5 feet of you that you can see,as a reaction you may make an unarmed attack against them, this increases to 2 attacks at 18th level.
  • Mimical Regeneration
    You can use your powers of shapeshifting regenerate and slowly heal some wounds.
    Whenever you start a combat turn you regain 1d4+1 Hit Points
    This increases to 2d4+2 at 15th Level and 4d4+4 at 18th level
  • Ground Slam
    You leap into the air and come crashing down, crushing those below. By spending a charge you can force every creature In a 15ft radius circle on the ground to pass a dexterity saving throw with DC equal to 12 + your strength modifier or take 2d10 bludgeoning damage and be knocked prone. On a successful save, they take half damage You gain 1 additional charge at 15th level and another at 18th level. This ability's damage increases to 4d10 at 15th level and 6d10 at 18th level.
  • Whirlwind
    By expending 1 charge, you can spin around in a circle extremely quickly to form a whirlwind.
    While in a whirlwind, you must move up to half your movement speed and make attacks against any creature you pass that is 10 feet away from you or closer.
    You can make a maximum of 3 attacks in a whirlwind. This increases to 5 attacks at 15th level, and to 7 attacks at 18th level.
    The whirlwind ends when you have moved them maximum distance or made the maximum number of attacks allowed You have 1 charge of this ability at 7th level, 3 at 15th level and 5 at 18th level. Charges of this ability are regained during a short rest.
  • Chest Retreat
    You gain the ability to retreat into your chest form and look identical to a normal chest. While in your chest form you add your proficiency bonus to your AC You revert to your normal form; when you take an action, bonus action, or reaction; or when you take damage greater than 4x your fighter level

Elemental Strikes[edit]

Starting at 10th level, you pick one magical element from the list below, you imbue your fists and add 1d4 + your half your Proficiency bonus in that element's damage to your damage rolls.

  • Fire
  • Cold
  • Necrotic
  • Lightning
  • Thunder

Lenghthy Strikes[edit]

Starting at 15th level, during your turn you gain an additional 5 feet of reach when you make an unarmed strike, this does not apply for features such as whirlwind.

Vicious Grab[edit]

Starting at 18th Level, whenever you are holding a grappled creature at the start of your turn, you may use a bonus action to make 2 attacks on the grappled creature at advantage.

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