Mimic Creature (5e Class)

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Mimic Shifter[edit]

Endless Hunger[edit]

A creature born to deceive, trap and consume others. A Mimic Shifter is a Mimic that is able to transform into a humanoid form to deceive other races and allow it to intermingle with society, not that it usually would want to. You tend to see Mimic Shifters working for nobles or criminals guarding wealth and taking some as payment. Able to disguise itself into anything it sees fitting, it hides nicely in any place it chooses. However, when a poor creature touches the object the mimic has transformed into, it is trapped in its adhesive and the mimic slowly devours it whole.

Creating a Mimic Shifter[edit]

What sparked your desire to hunt once more? What were you guarding before this? Were you a trap in a dungeon or something all the more sinister? Did you gain your increased sentience and intelligence through an event or an evolution of some kind? Why do you feast?

Quick Build

You can make a Mimic Shifter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Criminal background. Third, choose an object to become, be it a sword for a party member or an obviously rich looking piece of treasure that any bandit might want to grab.

Class Features

As a Mimic Shifter you gain the following class features.

Hit Points

Hit Dice: 2d8 per Mimic Shifter level
Hit Points at 1st Level: 2d8 + Constitution modifier
Hit Points at Higher Levels: 2d8 (or 9) + Constitution modifier per Mimic Shifter level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Wisdom, Constitution
Skills: Athletics, Stealth, and Choose one from Arcana, Deception, Insight, Perception and Survival

Equipment

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

Table: The Mimic Shifter

Level Proficiency
Bonus
Features
1st +2 Living Monstrosity, Feasting Organism
2nd +2 Urge to Consume
3rd +2 Mental Discipline
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Mental Discipline Feature 2
8th +3 Ability Score Improvement, Blessing of the Far Realm
9th +4 Increased Ferocity
10th +4 Mental Discipline Feature 3
11th +4 Extra Attack 2
12th +4 Ability Score Improvement
13th +5 Honed Ferocity
14th +5 Ability Score Improvement
15th +5 Mental Discipline Feature 4
16th +5 Ability Score Improvement
17th +6 <!-Class Feature 7->
18th +6 Mental Discipline Feature 5
19th +6 Ability Score Improvement
20th +6 Extra Attack 3

Living Monstrosity[edit]

Being a Mimic means being unique. Categorized as a Monstrosity means you don't fit in, you are different. However, this isn't a bad thing. You gain the Shapechanger, Adhesive, False Appearance, and Grappler traits. In Object Form you have a natural Armor Class of 12 + Constitution modifier due to your nature of tanking hits directly to trap creatures. Your AC drops to 10 when out of Object Form. You gain immunity to Acid and cannot be put into the Prone status in Object Form. You have a natural Darkvision of 60ft and a Thermalvision of 30ft (you can detect creatures and objects emitting heat 30ft around you through stealth and invisibility). You have disadvantage on attack rolls, and saving throws when not in Object Form. You lose the ability to make Attacks of Opportunity and instead are able to choose to take a hit before the opponents attack role is made.

Shapechanger

You can use your action to polymorph into an object, a humanoid or back into your true amorphous form. Your statistics are the same in each form. Any equipment you are wearing or carrying is not transformed. While transformed you gain a natural + 5 to Stealth when attempting to stay hidden or deceive someone. You revert to your true form if you are knocked unconscious or die. If you transform into an object with a movement speed or a theoretical movement speed, you can attempt to move using that objects movement speed at your DMs discretion and crash into an enemy that way.

Adhesive (Object Form Only)

You adheres to anything that touches you. Any Huge or smaller creature that is adhered to you is grappled by you (DC 10 + Strength (Athletics) Modifier + Proficiency). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only)

While you remain motionless, you are indistinguishable from an ordinary object.

Grappler

You has advantage on attack rolls made against any creature grappled by you.

Feasting Organism[edit]

Bite

At 1st level, you may use your Attack to Bite a creature within 5 feet of you. You have advantage on Attack rolls with Bite when a creature is grappled by you. Your Bite benefits from your Strength modifier when making a roll to hit and you are considered proficient with your teeth. On a successful hit, your bite deals 1d4 + Strength Modifier Piercing damage and 1d4 Acid damage.

Pseudopod

At 1st level, you may use your Attack to launch a Pseudopod out and engulf enemies in your biomass. This Attack is considered to have Reach of + 5 feet and benefits from your Strength Modifier when making a roll to hit. On a successful hit, your Pseudopod deals 1d6 bludgeoning damage. If you are in object form, the target is subject to the Adhesive trait.


Urge to Consume[edit]

At 2nd level your desire to Feast fills your mind when a creature is grappled to you. On a Critical or after 3 turns of a creature being grappled and bitten by you, you may roll a d4 after the damage roll and feast on a creatures body parts. You restore Hit Points or gain buffs depending on what body part you consume, or the type of body you devour.

Body Part (On a Critical Hit you may choose which to pick otherwise roll a d4)
  1. The Torso, Main Body, Central section of the creature. Tearing out a chunk of the Body restores d6 + Con Mod Hit Points.
  2. The Leg(s), "Pedals", AKA Limbs used to stand, move, or walk. Ripping off their Lower Limbs to consume them restores d4 + Con Mod Hit Points and renders the creature Prone and Immobilized but still able to take actions other than movement.
  3. The Arms, Upper Limbs, or Graspers. Feasting on their Upper Limbs restores your Con Mod worth of Hit Points and disarms the creatures (as long as its manner of attack required their limbs).
  4. The head, skull or portion of the body containing major orifices. When consuming parts of this section, you render the creature Blinded (if it had eyes), Deafened (if it had ears), Unable to Smell (if it had a Proboscis aka Nose), and Muted (if it had a tongue). The creature may also become Dazed or enter a state of shock but it does not kill it out right.
Type of Body (DMs Discretion)
  • If the Creature has normal Flesh, such as Humans or Beasts, you restore Double Hit Points.
  • If the Creature is Undead, such as Zombies or Vampires, you restore rolled Hit Points as normal and gain resistance to Necrotic Damage.
  • If the Creature is a Construct, such as Golems or Warforged, you restore Half Hit Points as Temporary Hit Points and gain resistance to Bludgeoning, Piercing and Slashing Damage from Non Magical Sources.
  • If the Creature is an Elemental, such as Djinni or Efreeti, you restore Hit Points as Temporary Hit Points and gain resistance to its Elemental Damage (Fire, Lightning, Cold, Thunder, etc)


Mental Discipline[edit]

At 3rd level, you chose to follow a discipline of your own mental stability. Choose between Love of The Feast and A Search For Something Greater detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th.


Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You may choose a feat instead of taking the ability score increase. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.


Mental Discipline Feature 2[edit]

7th level<!-Class feature game rule information->

<!-Use semi-colons for subheaders->


Blessing of the Far Realm[edit]

At 8th level, your attacks gain the Magical property, for the sake of overcoming resistances and gain a +1 to hit and +1 to damage rolls. The creation of mimics has been a long discussed anomaly, whether born from the greed of Wizards or brought from The Far Realm. This mystical origin grants this species magical properties as is seen in their attacks.


Increased Ferocity[edit]

At 9th level, whenever you make a damage roll, you roll an extra die per roll. At 13th level, you roll two extra dice per roll (a d4 becomes 2d4, d6 becomes 2d6).


Mental Discipline Feature 3[edit]

10th level<!-Class feature game rule information->

<!-Use semi-colons for subheaders->


Extra Attack 2[edit]

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The number of attacks increases to four when you reach 20th level in this class.


Honed Ferocity[edit]

At 13th level, whenever you make roll for damage, you roll two extra dice per roll (a d4 becomes 3d4, d6 becomes 3d6).


Mental Discipline Feature 4[edit]

14th level<!-Class feature game rule information->

<!-Use semi-colons for subheaders->


Class Feature 7[edit]

17th level<!-Class feature game rule information->

<!-Use semi-colons for subheaders->


Mental Discipline Feature 5[edit]

18th level<!-Class feature game rule information->

<!-Use semi-colons for subheaders->


Extra Attack 3[edit]

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.


Love of the Feast[edit]

You have given into the Monstrous nature of your heritage, living only to kill and fill your stomach. Your attacks become more brutal and the tearing of flesh is your favorite sound. The Volume for which you can transform, increases to that of a Large object.

Legion

At 3rd level, you give into a more feral and brutal way of combat, you can split yourself apart and engage in guerilla warfare. You create a physical copy of yourself that shares your stats and Hit Points and moves on your turn, controlled as a bonus action. You can flank an enemy using this copy, and make attacks with this copy no more than what you could make per turn.

Aggressive Mutation

At 7th level, your body adapts to deal more devastating hits, your damage die increases to d6.

Siege Beast

At 10th level, you can take on the form and function as Siege warfare objects. You can become a battering ram, canon, ballista, or something of the like and be used as such. You deal double damage to structures you collide into.

Mental Discipline Feature 4

<!-Class feature game rule information->

Mental Discipline Feature 5

<!-Class feature game rule information->

Search For Something Greater[edit]

You have felt there is something more to be had than just killing and eating. You have decided to search for a greater purpose and learned that your species were once created by Wizards as a means to protect themselves from treasure hunters. You have begun to delve into magic and are learning to channel it through your body.

Caster Initiate

At 3rd level, you gain access to the Mimic Shifter Spell Table. You are able to learn and gain spell slots for Two Cantrips and Three 1st level Spells.

Caster Apprentice

At 7th level, you are able to learn and gain spell slots for Two Cantrips, Four 1st level Spells, and Three 2nd level Spells.

Caster Adept

At 10th level, you are able to learn and gain spell slots for Three Cantrips, Four 1st level Spells, Three 2nd level Spells, and Two 3rd level Spells.

Expert Caster

At 15th level, you are able to learn and gain spell slots for Four Cantrips, Four 1st level Spells, Three 2nd level Spells, Three 3rd level Spells, and Two 4th level Spells.

Master Caster

At 18th level, you are able to learn and gain spell slots for Four Cantrips, Four 1st level Spells, Three 2nd level Spells, Three 3rd level Spells, Three 4th level Spells, and Two 5th level spells.


Search For Something Greater Mimic Shifter Spell List[edit]

You know all of the spells on this list. The Spells you can prepare change depending on your level. Your Spellcasting Modifier for these spells is Wisdom.

Cantrip

Acid Splash, Prestidigitation, Message, Poison Spray, Mage Hand, Chill Touch, Control Flames, Dancing Lights, Encode Thoughts, Infestation, Mind Sliver, Minor Illusion, Mold Earth, Primal Savagery, Sapping Sting, Shape Water, Thaumaturgy, Thorn Whip, Vicious Mockery, and Toll the Dead

1st Level

Expeditious Retreat, Detect Magic, Catapult, Alarm, Absorb Elements, Snare, Sanctuary, Identify, Grease, False Life,

2nd Level

Heat Metal, Enlarge/Reduce, Enhance Ability, Arcane Lock, See Invisibility, Rope Trick, Spider Climb, Web, Detect Thoughts,

3rd Level

Blink, Catnap, Create Food and Water, Dispel Magic, Glyph of Warding, Haste, Protection from Energy, Tiny Servant, Water Breathing, Water Walk,

4th Level

Arcane Eye, Elemental Bane, Fabricate, Freedom of Movement, Stone Shape, Stoneskin, Summon Construct,

5th Level

Animate Objects, Bigby's Hand, Creation, Greater Restoration, Skill Empowerment, Transmute Rock, Wall of Stone, Modify Memory

Multiclassing[edit]

You are born into this role and cannot Multiclass into it through means other than a curse, failed experiment or rebirth.

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