Mime, Skill Hunter Variant (5e Class)
Mime, Skill Hunter Variant[edit]
Mimetists are very rare subjects. Its origin is not exactly known, as mimics of different races and at different times have been reported. Generally, mimics are neutral beings, and can tend towards both good and evil. Each one specializes in a different style of combat, however, they all come from the same origin of study. There is a mimicry battle style focused on stealing and copying abilities from other creatures. The variant in question works with the study of what we call willpower, or aura for short.
All beings have an aura, and they all manifest it differently and in the same way at the same time. For example, imagine a beginning wizard who conjures a fireball. Then imagine an experienced wizard casting the same spell. We can agree that both are the same magic: a fireball. However, we also agree that the intensity of this magic has a discrepant difference between the examples, with the beginner magician conjuring a fireball with a lower level of impact than the experienced magician. Thus, the two beings cast the same magic, but with a different strength, this strength is the Aura. The Aura of the most experienced magician was worked on so that his spells could reach their maximum effectiveness, however, the beginner magician, no matter how much willpower he has, will only reach the maximum strength in his spells that his aura allows.
Finally, both have a different aura level that allows them to reach the maximum of their abilities depending on their level of willpower. This way, both have the same magical synthesis to conjure the fireball, the same "recipe" if you prefer. The aura of both is manifested with the same objective, but with different intensities. The mimic who studies the aura learns that they all manifest themselves the same, but with different intensities. Thus, the expert mimicry's own aura can be the same as the aura of another creature, in this way, he is able to copy the essence of another creature's aura and thus copy its abilities.
The aura[edit]
The aura is a force that accompanies all living beings, however, not everyone can perceive their aura or the aura of other creatures. The mimic who studies the aura learns how to control it to his advantage. Thus, you can modify it, emanate it or create the most diverse types of abilities for whatever purpose you desire. However, the mimic who copies the abilities of another creature must deal with some restrictions, since his aura is copying the aura of another creature and using the ability that is not original to his manifestation.
Restrictions[edit]
Aura restrictions are limitations that every aura awakens. In the case of mimics who copy the abilities of other creatures, these vary depending on the abilities the mimic uses in order to balance the fact that the user can copy another creature's aura and use its abilities as if they were their own. Each skill has a restriction that must be respected, otherwise the mimicry skill will not work.
Playing as Variant Mimic[edit]
As a mimic, your main ability is to copy the abilities of other creatures using your mimic charges. The number of mimic charges spent varies depending on the abilities. Additionally, you can save copied skills in your Skill Hunter book for later fights. During combat, try to use the skill that is most useful at the moment, becoming versatile for your group and increasing your survivability.
Creating a Mime[edit]
As a mimic, your main ability is to copy the abilities of other creatures using their mimic charges. The number of mimic charges spent varies depending on the abilities. Additionally, you can save the skills you copied into your Skill Hunter book for later fights. During combat, try to use the skill that is most useful at the moment, becoming versatile and useful for your group and increasing your survivability.
Quick Build[edit]
You can quickly Mime by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Secondly, choose the training that guarantees you some deception or theater bonus. Third, two short swords, a forgery kit, a leather armor, and an artist pack.
'Class Features'[edit]
As a Mimic 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, Shield
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 Charge | Skill Hunter | Features |
---|---|---|---|---|
1st | +2 | 4 | - | Mimic, Imitate |
2nd | +2 | 4 | 1+Wis | Resemblance, Skill Hunter, Plagiarize |
3rd | +2 | 5 | 1+Wis | Mimic Art, Specialization |
4th | +2 | 5 | 1+Wis | Skill Score Increase |
5th | +3 | 6 | 1+Wis | Mimic Art |
6th | +3 | 6 | 1+Wis | Replicate, Ability Score Improvement |
7th | +3 | 7 | 2+Wis | Assimilate, Mimic Art |
8th | +3 | 7 | 2+Wis | Mirror, Ability Score Improvement |
9th | +4 | 8 | 2+Wis | Mimic Art, Extra Attack |
10th | +4 | 8 | 2+Wis | - |
11th | +4 | 9 | 3+Wis | - |
12th | +4 | 9 | 3+Wis | Idem, Ability Score Improvement |
13th | +5 | 10 | 3+Wis | - |
14th | +5 | 10 | 3+Wis | Contract |
15th | +5 | 11 | 4+Wis | Mimic Art |
16th | +5 | 12 | 4+Wis | Ability Score Improvement |
17th | +6 | 13 | 4+Wis | Permanent Memory |
18th | +6 | 14 | 4+Wis | Pantomine |
19th | +6 | 15 | 5+Wis | - |
20th | +6 | 16 | 6+Wis | Prodigy |
Mimic[edit]
Starting at 1st level, your perception and understanding of abilities allow you to imitate other
creatures and copy their abilities. Your access to this talent is represented by the class table.
Your Mimic level determines the number of charges you have, as shown in the Mimic
Charges column of the class table. You can spend these resources to use most of your
mimic resources. You learn more mimicry features like this as you gain levels in this class.
When you expend a mimic resource, it will become unavailable until you finish a long rest,
and you regain them all at the end of a long rest. Abilities you copy only last until the end of
your next turn, however, you can use a Mimic feature at the start of your next turn to
maintain the effects if the ability normally allows it. You cannot copy skills that you are not
capable of performing (like casting spells, for example). Additionally, you cannot copy skills
that are more than 2 levels higher than your current level. Some of your mimic features
require your target to make a saving throw to resist the feature's effects, and some features
use attack modifiers. Saving throw DCs and attack modifier are calculated as follows:
- Mimic save DC = 8+ your proficiency bonus + your Wisdom modifier.
- Mimic's attack modifier = Your proficiency bonus + your Wisdom modifier.
- Creature save = 5 + creature level.
Restrictions:
- You can't copy transformation skills (like Druid's)
- You cannot copy abilities that are 2 levels higher than your current Mimic level.
Resemblance[edit]
At 1st level, you gain the ability to copy the Abilities (strength, dexterity, etc.) of another creature. As a reaction, when you make an Ability check, you can expend 1 mimic charge to instead, roll using another creature's statistics for the ability. Make a Wisdom saving throw against the creature's DC. On a success you copy the creature's statistics. On a failure you roll using your own statistics. You can only use this feature once per day. This number increases at level 7 to twice a day and at level 15 to 3 times.
Restrictions:
- You can only use this feature once per day. This number increases at level 7 to twice per day and at level 15 to 3 times.
- You cannot use this feature to perform the same Ability check more than once.
- You can't copy a creature's statistics more than 1x per day.
Imitate[edit]
At 1st level, after seeing a creature use a specific (unique) ability, feats, or class abilities (Action Surge, Sneak Attack, etc.) You can spend 1 Mimic Charge and use your reaction to attempt to imitate him. If you succeed on a Wisdom (Perception) check against the creature's saving throw DC, You gain the creature's class-specific talent or ability until the end of your next turn. When attacking with your imitation capabilities, use the imitated attack modifier and replace all originals modifiers with your Wisdom modifier. You cannot copy a creature's spellcasting ability, just as you cannot copy transformation abilities (druid, etc.). You can automatically succeed on the check if the chosen creature is an ally and allows copying.
Restrictions:
- You can't copy a creature's spellcasting ability, just like you can't copy transformation abilities (druid, etc.).
Skill Hunter[edit]
Starting at 2nd level, as a free action you can cast a skill book called Skill Hunter. After using a mime feature you gain the ability to contain what you learned in a book. The book is intangible and floats near you at all times. The book cannot be taken away from you, destroyed or teleported to another dimension or plane. You can still read the book even if you are under some blinding spell or magic, plus reading the book is considered a free action. The book is written in a language that only you can understand. You cannot move the book more than 5 feet away. When you summon the Skill Hunter, Mimicry now becomes a permanent feature, allowing you to use the skill you copied whenever you want, however, it still uses the same amount of Mimic charges as it would to copy the skill in the first place. Your Mimic level and Wisdom determine the number of reserves you have, as shown in the Skill Hunter column of the Mimic Table. You must copy the skill and use it at least once within 10 minutes before it is stored in the Skill Hunter, after this time it will not be possible to copy the skill for 24 hours. Once you use a mimicry that was stored in a book page, it becomes locked and unable to be used until you take a short or long rest.
Restrictions:
- You must copy the skill and use it at least once within 10 minutes before it is stored in the Skill Hunter, after this time you will not be able to copy the skill for 24 hours.
Plagiarize[edit]
At 2nd level, after a creature uses any spell of level 1 or higher by spending 2 mimic charges per spell level, you can use your reaction to mimic it. If you succeed on a Wisdom (Perception) check against the creature's save DC + your challenge rating you gain the ability to cast the spell until the start of your next turn. Act as if your components and requirements needed to cast the spell have already been met. You will use your Mimic save and Mimic attack CD modifier when casting spells. You cannot cast spells above level 4 using this feature. The copied spell can be contained in your Skill Hunter book. You can only use this feature to cast a spell once per day. This number increases according to the table below: 5th Level: 3x 8th Level: 4x 11th Level: 5x 14th Level: 6x 17th Level: 7x 20th Level: 8x
Restrictions:
- You cannot cast spells above level 4 using this feature.
- You can only use this feature to cast a spell once per day. This number increases according to the table below: 5th Level: 3x 8th Level: 4x 11th Level: 5x 14th Level: 6x 17th Level: 7x 20th Level: 8x
- You become a spellcaster only while using this feature.
Mimic Art[edit]
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. Your choice grants features at 3rd level and again at 5th, 7th, 9th, and 15th levels.
Especialization[edit]
At 3rd level, you are quite adept at a variety of things. Some you learn by observing, others you practice perfectly. Add a +1 bonus to your Perception skill. This bonus increases as you level up.
- 5th = +2
- 7th = +3
- 9th = +4
- 11th = +5
Skill Score Increase[edit]
When you reach 4th level, and again at 6th, 8th, 12th, and 16th 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 of custom, you cannot increase an ability score above 20 using this feature.
Assimilate[edit]
At 6th Level, after copying an ability of any nature (class, race, talent, etc.) from a creature, you can make the creature forget that ability. You can spend 3 mimic charges, and the creature must make a Wisdom residency check against your mimic DC. On a failed save, you copy the creature's ability and that creature cannot use the stolen ability for the next three turns. On a successful check, you cannot copy that specific ability until you finish a long rest. The skill in question may be contained in your Skill Hunter book.
Restrictions:
- If the creature succeeds on a saving throw, you can't steal that specific ability until you finish a long rest.
- Although the ability may be contained in your Skill Hunter book, the target creature will still be able to use your ability after the time limit.
Replicate[edit]
At 7th level, after a creature uses an ability specific to its species, talent, or race, you can spend 3 mimic charges and use your reaction to try to mimic her. If you succeed on a Wisdom (Perception) against the creature's save DC, you gain the creature's ability until end of your next turn. When attacking with your imitated ability, use the imitated attack modifier and replace all original modifiers with your Wisdom modifier. You can't imitate spell, transformation skills (druid etc) or legendary action. The ability in question may be contained within your ability Skill Hunter.
Restrictions:
- You cannot imitate transformation skills (druid, etc.) or legendary actions.
Mirror[edit]
At 8th level, after being attacked you can transform your skin into the skin of the attackers. As a reaction, before your opponent rolls to hit, you can spend 4 mimic charges to change your base AC to your opponent's current AC + Wisdom until the start of your next turn. You must succeed on a Wisdom (Perception) check. ) against your creature's save DC to activate this ability.
Restrictions:
- You can only use this feature 2x per day and only 1x per creature.
Extra Attack[edit]
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Idem[edit]
At 12th level, once per day, you gain the ability to become a different creature. In turn, you can spend 6 mimic charges to transform into a creature you can see inside your kin size with an error rate of 1 size smaller or larger if you succeed on a Charisma check against your creature, your game stats will be replaced with the stats the one copied. You maintain your alignment, personality, Intelligence, Wisdom, Charisma, success hit points and dice. When you drop to 0 hit points, you return to your original form and become unconscious. You are limited in the actions you can take by the nature of your new form, and you cannot speak, cast spells. Your The equipment fuses into the new form and you cannot activate, use, wield, or otherwise benefit from it. of any of your equipment. You remain in this form for the next 10 minutes, until you fall to 0 hit points or until you use your action to discard it. You can only use this feature once per day.
Restrictions:
- You do not gain the abilities of the creature you transformed using this feature.
- Your equipment fuses into the new form, and you cannot activate it, use it, wield it, or otherwise benefit from it.
- You are limited in the actions you can take by the nature of your new form, and you cannot cast spells.
Contract[edit]
Starting at 14th Level, you make a contract with your Skill Hunter book and gain access to the next level of your copies. Once per turn, you can use this feature as a free action. The next time you use your imitate or plagiarize feature, you may choose to comply with the following conditions:
- You need to see the skill being used. Furthermore, you must imitate it and use it on the
- target that was the original owner of the ability.
- You should ask the original owner how the ability works, how long it lasts, and what the activation conditions are (if any).
- The target creature must touch the cover of your Skill Hunter book.
- This entire process must be completed within an hour.
If you manage to complete any of these tasks, the damage die of the copied skill will increase by 2 for each condition you fulfill. Therefore, if you manage to fulfill the four conditions, all damage dice of the skill will increase by 8. Furthermore, spells copied using this resource will last twice as long. The ability contained in the skill hunter will maintain the bonuses. You can only use this feature 2 times per day.
Restrictions:
- You can only use this feature twice per day and only once per skill.
- Although stored in your Skill Hunter, the damage and time bonuses obtained using this resource will only last until the next time you use the copied skill. To keep the bonuses for longer it is necessary to sign the contract again.
Permanent Memory[edit]
Beginning at 17th level, you can now constantly remember certain aspects of past foes. You can choose up to three of the racial features or abilities that you have stored in your Skill Hunter, and integrate them into your physical form. You gain the benefits of passive abilities as if they were your own, and may use active abilities once per long rest.
Pantomime[edit]
Beginning at 18th level, when you roll for initiative and have no mimic charges remaining, you regain 10 mimic charges.
Prodigy[edit]
At 20th level, you can copy legendary actions, lair actions, and passive abilities from other creatures. You can only use this feature 2x per day.
Mimic Art[edit]
Highlighter[edit]
At 3rd level, you gain the ability to create a bookmark for your Skill Hunter book. As a bonus action, you can place the marker on a skill page other than the one where the book is already open. This way, you will make it possible to use two skills at the same time. However, the marker's ability must be at a different action time than the ability where the book is open. For example, if the book is on a skill page whose timing is an action, the marker can only be placed on a skill page whose timing is a bonus action or reaction. The counter can be placed on talent, class, or race skills, as long as it follows the timing rules. You can only change the counter 3x per long rest.
The Bandit's Secret[edit]
At 5th Level your mimic weapon skills become valuable. Whenever you make a weapon attack, add an extra 1d6 to your attacks. Weapon attacks performed using a copied skill also benefit from this feature.
The Advantage of Copying[edit]
From the 7th level onwards you begin to study your copying resources better. If you copy the same skill more than 3 times, you gain the possibility of changing the action time of this skill in your Skill Hunter book.As an action, make a DC 15 wisdom check, on a successful check you can change the action time of the skill in question. You can only use this feature twice per long rest. Additionally, your skills contained in the Skill Hunter now cost 1 less mimic charge to use (min 2).
Two For One[edit]
At 16th level, once per long rest, you can spend one turn (Action, Bonus Action, and Reaction) to manifest an illusory clone of yourself for 1 hour that shatters upon death, shooting mirror shards in all directions and dealing 5d10 to all enemies. within 5 feet. The clone has half your hit points, natural armor class, and damage rolls, and when using it, the clone gains half your current mimic charges (you must have at least 2 mimic charges to cast). He cannot cast spells. The double can benefit from the use of the Skill Hunter's abilities, however, he will not be able to use spells regardless of the skill used. You can control it using your bonus action. The double acts on his own initiative. If a successful Intelligence (Investigation) check is made against a Charisma (Deception) check, the creatures know which is fake and which is real.
Restrictions:
- The clone cannot cast spells or spells, but still benefits from magical bonuses originating from another creature.
Multiclassing[edit]
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: Simple Weapons, Light Armor, Shield, Disguise Kit, 1 Skill from this class's list
References[edit]
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