Mime, 2nd Variant (5e Class)
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- 1 Mime
- 1.1 Magical Mimicry
- 1.2 Monkey See Monkey Do
- 1.3 Creating a Mime
- 1.4 Class Features
- 1.5 Master of Masks
- 1.6 Multi-Subclass
- 1.7 Multiclassing
- 1.8 Reference
Monkey See Monkey Do
Creating a Mime
|Art from Final Fantasy Tactics: http://finalfantasy.wikia.com/wiki/Mime_(Tactics)|
- Quick Build
You can make a mime quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Charlatan background. Third, chose a light crossbow and 20 bolts, an arcane focus, an Dungeoneer's Pack, Leather armor, any simple weapon, and two daggers.
As a Mime you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Chose two skills from Arcana, Deception, Insight, Investigation, Perception, Performance, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a Dungeoneer's Pack or (b) a Scholar's Pack
- Leather armor, any simple weapon, and two daggers
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level||Ethereal Leathers|
|1st||+2||Archetype, Blue Magic||2||2||1||1st||-|
|4th||+2||Ability Score Improvement||3||5||2||2nd||2|
|8th||+3||Ability Score Improvement||3||9||2||4th||4|
|11th||+4||Mimic Arcanum (6th level)||4||11||3||5th||5|
|12th||+4||Ability Score Improvement||4||11||3||5th||6|
|13th||+5||Mimic Arcanum (7th level)||4||12||3||5th||6|
|15th||+5||Mimic Arcanum (8th level)||4||13||3||5th||7|
|16th||+5||Ability Score Improvement||4||13||4||5th||7|
|17th||+6||Mimic Arcanum (9th level)||4||14||4||5th||7|
|19th||+6||Ability Score Improvement||4||15||4||5th||8|
At 1st level, you chose an archetype. Choose between The Master of Masks, and Multi-Subclass, both detailed at the end of the class description. Your choice grants you features at 1st, and again at 6th, 10th, and 14th level.
You gain your magical abilities from the absorption of energy around you, allowing you to perform mimicries of spells and actions you experience.
You know two cantrips of your choice from the any spell lists. You gain additional cantrip slots at higher levels, as shown in the Cantrips Known column of the Mime table. To gain more cantrips you must first be affected by one and use your reaction to learn it. This is explained further in the Spells Known section of the Blue Magic Feature. You know two cantrips of your choice from the any spell lists. You gain additional cantrip slots at higher levels, as shown in the Cantrips Known column of the Mime table. To gain more cantrips you must first be affected by a cantrip, or an action bonus action or reaction of a Challenge Rating 0 or ⅛ Creature and use your reaction to learn it as a lore cantrip. This is explained further in the Spells Known section of the Blue Magic feature.
- Lore Cantrip
Additionally you gain the ability to absorb magical energy given off when a creature uses actions and convert them into lore cantrips. When you are affected by non-weapon action, bonus action, or reaction from a creatures whose challenge rating is at or below ¼ you may use your reaction to convert that action into a lore cantrip along with learning the lore cantrip. and second learn the action. This is explained further in the Lore Spells section of the Blue Magic feature.
- Spell Slots
The Mime table shows how many spell slots you have to cast your mime spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from any spell list.
The Spells Known column of the Mime table shows you are eligible to learn spells of 1st level and higher. A spell you learn must be of a level no higher than what’s shown in the table’s Slot Level column for your level. The only way you can learn new spells is to experience them. When you are affected by a spell, spell-like ability, or cantrip you may learn that spell as a reaction. If the spell requires a saving throw, and you succeed on it you can instantly learn the spell without using a reaction so long as you have a high enough level spell slot. By concentrating on a spell or cantrip for 1 round you may forget it.
- Lore Spells
Additionally you gain the ability to absorb the magical energy that's given off when a creature uses actions and convert them into lore spells. The only time you can convert actions into spells is when you experience them. When you are affected by a creatures non-weapon action, bonus action, or reaction, you may use your reaction to convert that action into a lore spell whose level is equal to ½ the creatures CR rounded up along with learning the spell. Creatures whose Challenge Rating is at or below ¼ have their actions converted into ore cantrips. A lore spell you learn must be of a level no higher than what’s shown in the table’s Slot Level column for your level. If the action requires a saving throw, and you succeed on it you can instantly learn the lore spell without using your reaction, so long as you have a high enough level spell slot. You can not learn lair or legendary actions. Any prerequisites that would normally be required to use the lore spell is already met so long as you have a spellcasting focus. When performing a lore spell of a non-humanoid you illusory (with limited tangibility) change the appearance of your body parts that would be needed to perform the lore spell for the duration of it. You may only learn lore spells from creatures whose challenge rating is at or below CR 18.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mime spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your mime spells.
At 2nd level, your magical link to other creatures strengthens allowing you to siphon their magical energy. As a bonus action you can concentrate on the magical connection between creatures to link yourself to a creature a willing creature within 60 feet. If the creature is unwilling the must first make a concentration saving throw against your spellcasting DC. If they succeed the effect ends, if they fail you can chose to temporarily possess one of their current traits. The traits include: Senses, movement speeds, proficiencies, resistances, voices, movements, and appearances.
Senses: One special sense Movement speed: One movement speed Proficiencies: One skill, tool, instrument, or weapon proficiency Resistances: One damage resistance Voices: Their way of speaking, specific phrases, or sounds Appearances: You can illusory (with limited tangibility) mimic the appearance of a humanoid. You can’t appear as a creature of a different size than you, and your basic shape stays the same. When possessing a trait from a non-humanoid you illusory (with limited tangibility) change the appearance of your body parts that would be needed to possess the trait for the duration of it.
Additionally this tether allows you to use blue magic to learn a spells and lore spells of creatures who you are tethered to without needing to be affected by the spell or action. Instead so long as you are tethered with the creature you can use your reaction to learn the spell or lore spell immediately after the creature uses a spell or action.
The tether snaps if your are further than 60 feet apart from the target, if your concentration breaks, or if you chose to use your bonus action to break the tether. When you gain certain mime levels, you can create additional tethers, as shown in the Ethereal Tethers column of the Mime table.
Beginning at 3rd level, you are more perceptive to the ambient magic energy around you. As a bonus action, you may cast detect magic without using a spell slot. In addition, you can spend a spell slot to focus this detect magic on a creature as an action to detect if it has any magical properties. When you do this, you learn all of the creature's Spell-Like abilities, Immunities, Resistances, and Vulnerabilities.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 11th level, you are able to understand more about the magical world around you, bestowing upon you a magical secret called an arcanum. Gain one 6th-level spell slot that can hold a spell stolen as a result of your blue magic as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more spell slots that can be used to cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mimic Arcanum when you finish a long rest.
Beginning at 18 level, you may use your body as a conduit to transmit magic back at other casters. When you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Additionally, you can spend a spell slot or mimic arcanum equal to the level of the spell as a reaction to reflect the spell back at the caster as though it originated from you, turning the caster into the target.
At 20th level, you can draw on the energy of spells you experience to regain expended spell slots. When a spell that requires a saving throw is cast on you, if you successfully save against that spell, you regain an expended spell slot. In addition, you have advantage on that save. If the spell is 6th level or higher you can chose to regain a mimic arcanum equal to the level of the spell instead.
Master of Masks
Masters of Masks are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. Mimes who practice in this come to believe that all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely puts on the metaphorical mask of another. Because each person wears a mask every day, a Master of Masks carries with him a number of masks, each a potent magical artifact of a specific archetypal character or creature to allow them to better enter those roles.
- Bonus Proficiencies
When you chose this archetype at 1st level, you gain proficiency in Deception and Performance. If you are already proficient in one or both of these skills you may choose different skill proficiencies at 1st level.
- Persona Masks
Also at 1st level, you learn to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that archetypal character.
At 6th level, you gain the ability to create two masks of your choice. Creating a mask requires 8 hours of work and 100 gp. You may only use masks created by yourself. No one else (even another Master of Masks) can benefit from a persona mask you create. You may switch masks as a bonus action. Along with this your mimic charges can now be used to perform additional effects when wearing a mask. The mimic charge dice starts at 1d8 and increase as you gain mime levels (1d10 at 10th level, and a d12 at 15th.)
- Hidden Mask
At 10th level, you can craft 1 additional mask of your choice. You wear a mask, even when others cannot see it. You may make a mask you wear become invisible, or return an invisible mask to visibility, as a bonus action.
- Master of Many Masks
At 14th level, you can craft 1 additional mask of your choice. You have become a master of assuming the archetypes contained within the masks, and may wear two masks simultaneously, gaining the benefits of each. For each alignment axis (good/evil or lawful/chaotic) your alignment appears neutral if your masks disagree for how your alignment appears.
- Persona Masks
The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. Beginning at 6th level, you may expend a Mimic Charge as an action to heal a creature you touch by the amount rolled plus your Charisma modifier. Your alignment appears to be lawful good while you are wearing an Angel mask.
This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. While wearing the mask of the Archmage, you have the spells burning hands, expeditious retreat, grease, and magic missile prepared in addition to the spells you have prepared. Beginning at 6th level, add scorching ray and gust of wind to your spell prepared. In addition at 6th level, you can expend a Mimic Charge as a bonus action to increase the save DC of a spell cast by you by half the amount rolled, rounded down. You must finish a long rest before using this ability again. Your alignment appears to be chaotic good while you wear the Archmage mask.
Hardened black leather and metal clasps create the disturbing aspect of the assassin. While wearing this mask, you gain the Rogue Sneak Attack class feature with damage as a rogue of half your level. Beginning at 6th level, when you make a melee attack against a creature who hasn't taken a turn in combat yet, you can expend a Mimic Charge as a bonus action to increase damage your damage against that creature by the amount rolled. Your alignment appears to be lawful evil while you wear an Assassin mask.
Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. While wearing this mask, you gain the Barbarian Reckless Attack class feature. In addition, beginning at 6th level, when you score a critical hit with a melee weapon attack, you can expend a Mimic Charge a bonus action increase your damage by the amount rolled. Your alignment appears to be true neutral while wearing a Beast mask.
This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points. You have resistance to fire and cold damage while you are wearing this mask. At 6th level, you can glare at a single target when they make an attack against you and expend a Mimic Charge as a reaction to reduce their attack roll by the amount rolled. Your alignment appears to be chaotic evil while wearing a Demon mask.
This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. While you wear this mask, you can use your action to exhale destructive energy. Each creature in a 15-foot cone must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You cannot use this ability again for 1d4 rounds after using it. Beginning at 6th level, you may expend a Mimic Charge as a bonus action to gain resistance to an energy type of your choice for a number of rounds equal to the amount rolled. Your alignment appears to be neutral evil while you wear a Dragon mask.
Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask. While you wear this mask, you have advantage on saves against spells. Beginning at 6th level, you can spend a Mimic Charge as a bonus action to gain advantage on Stealth checks for a number of rounds equal to the result rolled. Your alignment appears to be neutral while you are wearing a Faceless mask.
This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge. While you wear this mask, you have proficiency with martial weapons. Beginning at 6th level, when you make a melee weapon attack, you can expend a Mimic Charge as a bonus action to increase your attack roll by the amount rolled. Your alignment appears to be chaotic neutral while you wear a Gladiator mask.
- High Priest
This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes, which somehow do not restrict your vision. While wearing the mask of the high Priest, you have the spells bless, detect evil and good, healing word, and shield of faith prepared in addition to the spells you have prepared. Beginning at 6th level, add aid and zone of truth to your spells prepared. In addition at 6th level, you can expend a Mimic Charge as a bonus action to increase the save DC of a spell cast by you by half the amount rolled, rounded down. You must finish a long rest before using this ability again. Your alignment appears to be neutral good while you wear a High Priest mask.
This smoothly sanded wooden mask depicts the stern face of a bald man. While wearing this mask you gain the Monk Martial Arts class feature using Unarmed Strike damage of your level. Beginning at 6th level, you may roll a Mimic Charge as a bonus action to cast feather fall targeted only on yourself for a number of rounds equal to the amount rolled. You alignment appears to be lawful neutral while you wear a Monk mask.
This plastic theater mask depicts both emotions of happiness and sadness. While wearing this mask, you gain the Bards Bardic Inspiration class features with the dice roll as a bard of half your level. Beginning at 6th level, you can expend a Mimic Charge as a bonus action to decrease the damage of a creature’s next attack within 60 feet of you by the amount rolled. Your alignment appears to be true neutral while you wear an Entertainer mask.
When you chose this archetype you gain the ability to to subclass into another class for each level you gain in multi-subclass.
- Bonus Proficiencies
When you chose this archetype at 1st level chose one class to follow in their footsteps. Chose one class, you gain all of the proficiencies of the chosen class, and their saving throw proficiencies replace your own.
- Class Level 1
At 6th level you gain the 1st level feats of the chosen class, as if you were 1st level in that class.
- Class Level 2
At 10th level you gain the 2nd level feats of the chosen class, as if you were 2nd level in that class.
- Class Level 3
At 14th level you gain the 3rd level feats of the chosen class, as if you were 3rd level in that class.
Prerequisites. To qualify for multiclassing into the mime class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the mime class, you gain the following proficiencies: Light armor, simple weapons
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