Mimic Knight (5e Subclass)

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Mimic Knight[edit]

Fighter Archetype

"Most knights wear their armor. You? Yours eats people." Mimic Knights are warriors who have bonded with parasitic symbionts known as mimics. These shapeshifting entities integrate themselves into your gear: armor, weapons, shields, boots, and beyond. They empower your equipment with monstrous features and can consume magic items to inherit their properties. A Mimic Knight becomes a walking arsenal of living weaponry, adaptable and grotesquely effective.

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:

Mimic Armor. Counts as One non Magical Light, Medium or Heavy Armor of your Choice that you have Proficiencie 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 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 1d4 acid damage on a hit.
Mimic Shield. Counts as an 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 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 Visage. Your Mimic takes the form of an 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 Charisma 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).

You may switch the mimic’s bond to a different item of the same type when you finish a short or long rest.

You cain maintain two bonds at level 7, three bonds at level 10 and four bonds at level 15.

Each bonded mimic is considered a separate entity for the purpose of abilities.

Devour Enchantment

Also 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 the a mimic, it chooses whether to overwrite the old one or reject the new enchantment.

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 exude acidic slime from your armor, forcing that creature to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 2d6 acid damage.
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 and reinforce your weapon, granting you a +2 bonus to damage rolls with it until the end of your next turn.
Shield Mutation. A creature grappled by your mimic shield is also considered restrained.
Boots Mutation. You gain a climbing speed and swimming speed equal to your walking speed. You also have advantage on saving throws made to avoid being knocked prone or moved against your will.
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.
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 that uses your Strength or Dexterity modifier (your choice) and deals 1d10 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. You gain the following benefits:

Reactive Mimicry. When you take damage from an Attack, you can use your reaction to reduce the damage by 1d10 + your Constitution modifier.
Instinctive Disruption. When a creature within 30 feet of you makes an attack roll, you can use your reaction to impose disadvantage on
Devouring Overmind

When you reach the 18th level, you and your mimics become an unstoppable, evolving hive. Your symbiotic connection deepens, granting the following benefits:

- You are immune to acid damage and critical hits.
- Each of your mimics can now store two absorbed magic items and switch between them at the start of your turn (no action required).
- Once per long rest, when you would be reduced to 0 hit points, one of your mimics 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.


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