Mime (5e Class)

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Mimic

Sneaking around the back entrance he quickly incapacitates the guard on duty with the quarterstaff. With speed and deception, he walks into the palace without suspicion disguised as the unconscious guard. As he looks around the palace he finds a great room labelled Throne Room, he's found his target. When approaching the entrance he sees a guard equipped with a longsword and a wolf blocking the way. He walks up to the guard and takes one look at his weapon, disarms the guard, and takes his longsword for his own: cutting him down with it as if he was an expert. As the wolf bites into his arm, his appearance quickly becomes the reflection of the wolf as it it shatters leaving teeth marks on the now dead wolf. Passing the bodies on the floor and into the throne room the king screams “What is going on here? I am the king of this land, leave at once!” His mouth froths up and his teeth sharpen as he goes in for the kill. Hearing the commotion the king's guards sprint to the throne room as they see him. He sits on the throne with the appearance of the king and yells out “What is going on here? I am the king of this land, leave at once!” With that, his mission has come to an end. Mimes are silent copycats. Their main power comes from the ability to mimic other creatures. They use their ability's to gain opponent's power and use it against them. They can copy appearances to blend in with a crowd or grow the wings of a dragon. Mimes become their surroundings.

Copy Cat

Mimes devote all their time to mastering the ability to copy the abilities and talents of others. This gives them plenty of versatility and a variety on the battlefield. However In combat mimes do not have very many inherent skills of their own, but by copying the abilities of their opponents they can match any foe. Mimes are never outclassed as their opponents become their strength in battle. While in the midst of a battle mimes will try to be as deceptive and elusive as possible until they can copy the strongest combat abilities needed to become the most dominant force on the battlefield. The mimes true strength is their opponents.

Nobody yet Everybody

Mimes are a very rare form of the performer. Unlike many other performers their acts are completely silent. They make their livings performing for audiences, royalty, or on the streets. However some mimes have chosen to live a darker path of an assassin, charlatan, or thief. They are well known for being extremely versatile and able to adapt to any mission they are given. This makes them very pricey. No one ever knows a mimes true identity as they switch appearances faster than people change clothes. As adventurers, mimes can be both cheerful performers and deadly assassins. Some have learned to use their skills to make the lives of others better and bring smiles to their faces. Some are charlatans who need to sneak around killing and stealing to get by. Others search for great power trying to find and copy some of the greatest talents and treasures. However they all copy others to get their way.

Creating a Mime

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http://finalfantasy.wikia.com/wiki/Mime_(Tactics)

As a mime your basic mechanics lie within your ability to mimic. Using a mimic feature allows you to copy and use certain attributes and ability's from other creature. This uses up the corresponding number of mimic charges. When you use a mimic feature you gain the effect of the copied ability for a set duration. However you can chose to remember certain mimics you do using memory reserves. These allow you to store mimicked abilities for later fights. In battles fight with your opponent's skills and catch your opponents off guard and give them a taste of their own medicine. When performing mimes traditionally do not talk. However you may chose to communicate how you would like. Some suggestions would be to have no communication impairment, be mute, or communicate through sign language.

Quick Build

You can make a Mime quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the entertainer background. Third, two short swords, a forgery kit, leather armor, an entertainer's pack, and a mimic focus.

Class Features

As a Mime you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mime level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mime level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Disguise kit, forgery kit
Saving Throws: Wisdom, Charisma
Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a pair of daggers or (b) any simple weapon
  • (a) an entertainer's pack or or (b) an explorer's pack
  • Leather armor

Table: The Mime

Level Proficiency
Bonus
Mimic Charges Memory Reserve Features
1st +2 2 Echo, Mimic, Sign Language
2nd +2 2 Imitate
3rd +2 4 Art Style, Chameleon
4th +2 4 1+Int Ability Score Improvement, Memory Reserve
5th +3 6 1+Int Extra Attack
6th +3 6 1+Int Replicate, Art Style
7th +3 8 1+Int
8th +3 8 2+Int Ability Score Improvement
9th +4 10 2+Int
10th +4 10 2+Int Mirror
11th +4 12 2+Int
12th +4 12 3+Int Ability Score Improvement
13th +5 14 3+Int Art Style
14th +5 14 3+Int Assimilate
15th +5 16 3+Int
16th +5 16 4+Int Ability Score Improvement
17th +6 18 4+Int Art Style
18th +6 18 4+Int Ditto
19th +6 20 4+Int Ability Score Improvement
20th +6 20 5+Int Pantomime

Echo

At 1st level, you gain the ability to perfectly mimic the sounds, and movements of another creature. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a creature to determine that the effect is faked.

Mimic

Starting at 1st level, your perception and understanding of abilities allow you mimic other creatures. Your access to this talent is represented by a number of mimic charges. Your mime level determines the number of charges you have, as shown in the Mimic Charges column of the Mime table. You can spend these charges to fuel a majority of your mimic features. You start knowing two such features: Emulate, and Likeness. You learn more mime features like this as you gain levels in this class. To use one of these mimic features you need to concentrate on that feature meaning you can not use a separate mimic feature while one is already active. When you spend a mimic charge, it becomes unavailable until you finish a long rest, at the end of which you draw all of your expended mimic charges back into yourself. The abilities you copy only last until your next turn however you can use a mimic charge at the start of the next turn to keep the effects going if the ability would normally allow it. You can not copy abilities you already know. When you spend a mimic charge it is unavailable until you finish a long rest, at the end of which you regain all expended mimic charges. Some of your mime features require your target to make a saving throw to resist the feature’s effects, and some features use attack modifiers. The saving throw DCs, and attack modifier are calculated as follows:

Mimic save DC = 8 + your proficiency bonus + your Charisma modifier

Mimic attack modifier = your proficiency bonus + your Charisma modifier

Creature save DC = 5 + the creature’s level or challenge rating

Emulate

At 1st level, you gain the ability to copy the proficiency's of other creatures. When using an item you are not proficient in you can spend 1 mimic charge to gain someone else's proficiency with it until the beginning of your next turn. You also use your Mimic attack modifier when using someone else's proficiency, and replace all original modifiers with your Charisma modifier instead.

Likeness

At 1st level, you gain the ability to copy the skills of another creature. When rolling a skill or ability check you may spend 1 mimic charge to instead roll using another creature's statistics for the ability. This does not work with saving throws.

Sign Language

During your mime training you learned sign language, a mix of hand motions that allows you to communicate to anyone in any language your are literate in without speaking a word. Any creature that knows that language can understand your hand motions. In addition, you can use sign language when using spells and items that would normally require speech.

Imitate

At 2nd level, after a creature uses an ability specific to their knowledge feats or class by spending 1 mimic charge you can use your reaction to attempt mimic it. If you succeed on a Wisdom (Perception) roll against its creature save DC you gain the creatures feat or class specific ability until the beginning of your next turn. When attacking with your mimicked features use the mimic attack modifier, and replace all original modifiers with your Charisma modifier instead. You can not mimic a creature's spellcasting ability.

Art Style

At 3rd level, you pursue an art style of your choice that shapes how you use your innate power of mimicry: the Mirror Arts, or the Umbra Arts, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 13th, and 17th level.

Art Styles features

Chameleon

At 3rd level, after you see a creature or object within your relative size with a flexibility of 1 larger or smaller, by spending 1 mimic charge you can use your reaction to mimic its appearance as if under the disguise self spell for the next hour or until you dismiss it. To discern that your appearance is fake, a creature can use its action to inspect your appearance and must succeed on a Intelligence (Investigation) check against your mimic save DC.

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.

Memory Reserve

Starting at 4th level, after using a mimic feature you gain the ability to contain the mimicry in a memory reserve. When you do this the mimicry now becomes a permanent feature allowing you to use the ability whenever you like, however this still uses the same amount of mimic charges it would to copy the ability in the first place. Your access to this ability is represented by a number of memory reserves. Your mime level and Intelligence determines the number of reserves you have, as shown in the Memory Reserve column of the Mime Table. After using a mimicry that has been stored in a memory reserve they become locked and unable to use until you take a short or long rest. You may dismiss a mimicry from your memory reserve as a free action.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Replicate

At 6th level, after a creature uses an ability specific to their species or race, by spending 2 mimic charges you can use your reaction to attempt to mimic it. If you succeed on a Wisdom (Perception) roll against its creature save DC you gain the creature's ability until the beginning of your next turn. When attacking with your mimicked ability use the mimic attack modifier, and replace all original modifiers with your Charisma modifier instead. You are able to Mimic anything in your relative size within a flexibility of one size up or one size down regularly, however when mimicking something larger or smaller than that it visually scales down to your relative size. You can't mimic a creature's spell, multiattack, legendary action, or lair action.

Mirror

At 10th level, After being attacked you may change your skin into the skin of the attackers. As a reaction, before your opponent rolls to hit, you may spend 4 mimic charges to change your base AC into the opponent's base AC until the beginning of your next turn, upon a successful Wisdom (Perception) roll against its creature save DC.

Assimilate

By 14th level, after a creature uses any spell level 1 or higher by spending 1 mimic charge per spell level you can use your reaction to mimic it. If you succeed on a Wisdom (Perception) roll against its creature save DC you gain the ability to cast the spell until the beginning of your next turn. Act as if its components and requirements needed to cast the spell have already been met. You will use your mimic save DC and Mimic attack modifier when casting spells spells.

Ditto

At 18th level, once per day you gain the ability to become a different creature. On your turn, you can spend 12 mimic charges, to transform into a creature you can see within your relative size with a flexibility of 1 size smaller or bigger, if you succeed on an Intelligence (Investigation) roll against its creature save DC as your action. Your game statistics are replaced by the statistics of the new form. You retain your alignment, personality, Intelligence, Wisdom, Charisma, hit points, and Hit Dice. When dropping to 0 hit points you revert back to your original form and are knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can’t speak, cast spells, or take any other action that requires hands or speech unless your new form is capable of such actions. During transformation your gear melds into the new form, and you can’t activate, use, wield, or otherwise benefit from any of your equipment. You remain in this from for the next minute, until you drop to 0 hit points, or until you use your action to dismiss it.

Pantomime

At 20th level, when you roll for initiative and have no mimic charges remaining, you regain 4 mimic charges.

Art Styles

Mimes are constantly changing their fighting styles. They roam the land for the purpose of entertaining others, or searching for great enemies to gain great powers. Mimes see their mimicry as an art form and treat it as such. They treat the battlefield like a stage and when they perform they create a masterpiece.

Mirror Arts

Chose the Mirror Arts to focus on reflecting attacks and creating illusions, you can only change Mirror Arts outside of combat.

Mirror Armor

At 3rd level, you gain the ability to use your reaction to change your skin into a reflective surface. After being targeted with an attack you can reflects the image of the person attacking, and instead of being hit it hits itself with the attack and the damage is transformed into magic damage. You can use the active once per long rest.

Displacement

At 6th level, you gain the ability to swap places with a target at choice. You can spend 1 mimic charge to use your action to attempt to swap places with a target. Against an unwilling creature, an unsuccessful Constitution save against your mimic save DC allows you to swap places with the creature, if they succeed you do not swap positions.

House of Mirrors

At 13th level, once per long rest you can morph the terrain within a 50 foot sphere around you and create an illusory terrain of an area that you have been to or have seen before. This lasts for 10 minutes. To use this you must take 1 turn to remember the place and another to cast use the feature.

Doppelganger

At 17th level, once per long rest you can take one turn to manifest an illusory clone of yourself and anything on your person that lives for up to 1 hour and shatters upon death, shooting mirror shards in all directions dealing 5d10 to all enemies in a 5 foot radius. The clone has half of your hit points, natural armor class, damage rolls, and upon using this the clone takes half of your current mimic charges (you must have at least 1 mimic charge to cast). It can not cast spells, or use active features, however it does use your passive abilities and features. You can control it using your bonus action. If a successful Intelligence (Investigation) check is rolled against a Charisma (Deception) check the creatures know which one is the fake and which one is real.

Umbra Arts

Chose the Umbra Arts to focus on causing chaos and deception in the battlefield.

Shadow Possession

At 3rd level, you gain the ability to possess and control creatures through their connection to their shadow. You can use your action to launch your shadow 20 feet in front of you. Against an unwilling creature, an unsuccessful Constitution check against your mimic save DC causes you to gain complete control over the creature's movements. While using this you can not attack and for the next minute every move you make the creature controlled by this effect also makes. For example if you punch yourself so does the creature. Creatures more than 1 size bigger than you will have limitations with DM discretion.

Silhouette

At 6th level, a shadow begins to follow your movements allowing for your movements to be doubled. In combat whenever you succeed on a melee attack you gain a second attack from your silhouette. Your silhouette has its own separate attack roll using your weapon stats, and its damage is always half of the original damage rounded down.

Dead Ringer

At 13th level, once per long rest when targeted by a fatal attack you can use your reaction to create a lifeless clone that takes your place and takes the hit for you as you retreat into the shadows becoming invisible as if under the invisibility spell. If a successful Wisdom (Perception) check is rolled against a Charisma (Deception) check the creatures know you are alive.

Afraid of your own Shadow

At 17th level, once per long rest you can use your action to draw on the deepest fears of a group of creatures, and in their minds your shadow consumes you and you become their worst nightmare. Up to 10 creatures you chose in a 50 foot radius around you makes a Wisdom saving throw against your mimic save DC. On a failed save, a creature becomes frightened for the duration and take 4d10 psychic damage. At the start of each of the frightened creature turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On successful save, the spell ends for the creature.

Multiclassing

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, disguise kit, forgery kit


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