The Mimic (Class)

by Waloo

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The Mimic


Armored and belligerent, a half-orc charges head first into a nest of giant spiders. The many-legged and many-eyed monstrosities look on greedily, expecting easy prey. But he opens his mouth and a torrent of flame spills forth, turning their webs to ash and scattering them like house pests.

A half-elf, moving sight unseen, carefully crawls up the side of a slippery cavern wall and comes to a stop upside-down, the ambush set for a pack of unwary goblins headed her way. She knows all of their secrets, and she's only too willing to use them.

Jaw set, a human stares down an approaching troll. The ravenous giant pulls back a clawed hand and is about to strike when its intended meal distends its mouth and suddenly swallows the larger creature whole, leaving no trace of the troll behind.

Mimics are spellcasters of a different sort, wielding magics more commonly seen in the hands, claws, or tentacles of monsters. Many are scholars, but the training they undergo is decidedly more practical than theoretical. The best way to learn the tools of the trade is to contend with them.

Monsters and Power

Mimicry is esoteric and dangerous, its very nature rooted in the world beyond cities and walls.

Its practitioners dedicate time and energy to understanding the various monsters which plague the land, not simply to destroy, but to emulate. mimics fight fire with fire, carefully studying mighty beasts, undead horrors, and alien abominations. In that pursuit they rely on select powers, honing their skills without being stretched thin.

Many mimics are motivated by a sense of duty or justice. They have the tools to combat all manner of foul creature, and so stand as protectors to the powerless. Others follow more personal goals, adventuring simply to encounter strange new monsters and expand their repertoires.

Weird Science

Unfortunately, mimicry is a new endeavor and as such often fraught with misunderstandings and skepticism from the arcane establishment. It is also a double edged sword, trying to achieve what monsters can do without being labeled as a monster yourself. These social roadblocks lead most mimics to researching in the field, engaging with monsters up close and personal - not a task for the faint of heart but certainly a necessity. Many will join adventuring parties simply because it gives them better odds of survival while taking notes.

Class Features

As a mimic you get the following class features.

Hit points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, rapiers, scimitars, shortswords, longswords
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Athletics, Animal Handling, Arcana, History, Intimidation, Nature, Perception, Survival.

Equipment

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

  • (a) a scimitar, (b) a rapier, or (c) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • leather armor, a dagger, and a research journal
Mimic
Level Proficiency
Bonus
Features Memorized
Mimicry
1st +2 Discipline, Mimicry 1
2nd +2 Libra 2
3rd +2 Research Specialization 2
4rd +2 Ability Score Improvement 3
5th +3 Beastial Might 3
6th +3 Mimic Discipline Feature 4
7th +3 Faux Mastery 4
8th +3 Ability Score Improvement 5
9th +4 Fearless Fare 5
10th +4 Mimic Discipline Feature 6
11th +4 Legendary Mimicry (Limit 1) 6
12th +4 Ability Score Improvement 7
13th +5 Legendary Mimicry (Limit 2) 7
14th +5 Mimic Discipline Feature 8
15th +5 Legendary Mimicry (Limit 3) 8
16th +5 Ability Score Improvement 8
17th +6 Legendary Mimicry (Limit 4) 9
18th +6 9
19th +6 Ability Score Improvement 9
20th +6 Mimic Discipline feature 10

Mimic Discipline

At 1st level, you have started training in one of the Mimic disciplines of your choice: The Gourmand, Immortal Lion, Lore Master, Masquerader, Ringmaster, or Traveler each of which are detailed at the end of the class description.

Each choice grants certain benefits and determines the ability score you will use for your Mimicries.

Your choice grants you features at 6th level, and again at 10th, 14th, and 20th level.

Mimicry

Also at 1st level your study of monsters has reached a breakthrough revealing the art of Mimicry - studies and insights into other creatures that allow you to manifest the features and qualities of monsters.

Mimicry Ability

If one of your Mimicries requires a creature to make a saving throw or when you make a mimicry attack roll, your Mimicry Save DC and Mimicry Attack Modifier are calculated as follows (your Mimicry modifier is determined by your Mimic Discipline learning style):

Mimicry Save DC = 8 + your proficiency bonus + your Mimicry modifier

Mimicry Attack Modifier = your proficiency bonus + your Mimicry modifier

Research Journal

Your research journal is your repository of known mimicry. When you gain this feature at 1st level you add two species of your choice from the Case Studies table below, adding their related Mimicry to your research journal.


Case Studies
Species Mimicry Learned
Brass Dragon Wyrmling, Dragon (Primordial) Sonic Scream
Flumph, Aberration (Cosmic) Limited Telepathy
Giant Octopus, Beast (Natural) Adaptive Camouflage
Grey Ooze, Ooze (Cosmic) Pseudopod Appendage
Harpy, Monstrosity (Mythical) Vanity Mirror
Imp, Fiend (Supernatural) Vermin Form
Magmin, Elemental (Primordial) Hide of the Ancients
Needle Blight, Plant (Natural) Natural Projectiles
Pegasus, Celestial (Sacred) Divine Will
Pixie, Fae (Mythical) Illumination
Shadow, Undead (Supernatural) Shadow Blend

Learning Mimicry

When you successfully use your discipline's learning style on a creature you automatically learn that creature's species and type, creating a blank entry for that creature in your research journal (eg. Wolf is a species of type Beast; Pixie is a species of type Fey; and Zombie is a species of type Undead etc). You can work for 1 hour as part of a long rest, selecting a blank entry from your research journal to develop a new mimicry for it. Check the Schools of Monsterology table below and select one bestial mimicry that you meet the prerequisites for from the corresponding school of the creature's type. Your choice is added to the species entry in your journal. You can only know one mimicry for each species at a time, unless otherwise specified. You can replace the mimicry associated with an existing species in your journal by using your learning style on that species again and following the process described above, replacing the existing entry instead of learning a new mimicry during your hour's work. Doing so removes the old mimicry from your memorized list if it is currently memorized.

Memorizing And Using Mimicry

You memorize a list of mimicries from those you have available in your research journal. While memorized a mimicry is treated as a class feature for you, and you can make use of it as described. To memorize mimicry, choose any combination of mimicry up to the memorization limit for your level as shown on the mimic table. Using mimicry doesn't remove it from your list. You can change your list of memorized mimicry when you finish a long rest.

Memorizing a new list of mimicry requires time spent studying your research journal and meditating: at least 5 minutes per mimicry.

Libra

At 2nd level, your extensive documentation on different species can be used to learn about creatures. As an action you can learn information about another creature, the DM reveals one of the following characteristics about it of your choice:

  • Highest Ability Score
  • Lowest Ability Score
  • Special Senses
  • Armor Class
  • Current Hit Points
  • A random condition or damage immunity (if any)
  • Condition immunities
  • Damage resistances
  • Damage vulnerabilities
  • Damage immunities
  • Is Legendary? (Can use legendary resistance or legendary actions)

Once you use this feature, you can't learn additional information from the same creature again until you finish a short or long rest.

Research Specialization

Every Mimic has their favorite Monsterology schools to study, ensuring you additional insights going forward. Select two Monsterology schools as your areas of specialty. From 3rd level, every time you gain a level in this class your research reveals one new creature of a type related to one of the schools (your DM can advise you of an appropriate creature for your level). You can add a new blank entry for that species to your research journal.

Ability Score Improvement

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.

Bestial Might

At 5th level, attacks granted to you by Mimicry and Class Features are imbued with your growing power and now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Faux Mastery

At 7th level, at the end of a long rest choose a number of bestial mimicries with no requirements that have the 'trait' tag equal to your constitution modifier (minimum 1). These mimicries are now considered memorized but do not count against your total number of memorized mimicry.

Fearless Fare

Your line of work requires that you put yourself in harms way to further your own progress. To be a mimic is to never hesitate in times of desperation, to carry on without worry or fright. At 9th level you become immune to being frightened.

Legendary Mimicry

At 11th level your education and training have prepared you to wield the power of legendary mimicry. If you are able to find and successfully use your learning style on a creature that is a legendary creature, you may select a legendary mimicry from its related school in addition to your regular mimicry. You can only memorize one legendary mimicry at a time as part of your memorized mimicry list, but you can memorize an additional legendary mimicry at 13th, 15th, and 17th level.

Mimic Disciplines

The art of distilling power from monsters is obscure, but not unheard of. Throughout the worlds there are a variety of individuals and organizations dedicated to studying Monsterology in one form or another. Featured here are three of the most well known, each using very different methods - choose the one which best suits you.




Multiclassing

Ability Score Minimum: You must have a 13 in Intelligence and Constitution if you wish to take a level in the Mimic as another class or to take a level in another class if you are a Mimic.
Proficiencies: If you're multiclassing into mimic as another class you gain proficiency in Light armor, Scimitars and one skill proficiency from the class list.



Gourmand

The common thread shared by all living beings is hunger, an innate drive to survive. Gourmands leverage this connection to explore their primal instincts, indulging in the essence of various creatures. Whether their goal is to ascend the food chain or savor the diverse flavors the world offers, they collaborate with their primal nature, embodying the adage "you are what you eat."

Culinarian Proficiencies

When you choose this discipline at first level, you gain proficiency with tridents, and cook's utensils.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.


Learning Style

Also at 1st level you have discovered how to acquire mimicry from the creatures of the world. The gourmand achieves this by feeding their inner beast, absorbing the essence of others. You gain the following features:




Mimicry Modifier: Constitution.


Blood in the Water. While you are conscious, if a creature within 30 feet of you takes damage that drops their hit points below your devouring threshold you become aware.


Devour: As a reaction when your blood in the water trait is triggered, you can move up to your speed towards the triggering creature and devour the creature.


Devouring Threshold = your Proficiency bonus x your Strength modifier

If the creature is smaller than you it is devoured whole and killed instantly and you regain hit points equal to your Devouring Threshold. Otherwise, if the creature is Your size or larger it is badly maimed instead, losing a limb or similar sized portion of its body.

If some or all of the creature was devoured, add a new blank entry to your research journal for its species.

Once you have added an entry to your Research journal this way you may not add a new one until you’ve completed a long rest.

Feast. As an action you can spend 10 minutes feasting on a creature that died no more than 1 hour prior. Make a Constitution saving throw, the DC equals 12 + the creature's Constitution modifier. On a success you add a new blank entry to your research journal for its species, On a failure you become poisoned and sickened for 1 hour and learn nothing.

Meal Prep

At 6th level, your experience with ingredients and cooking allow you to produce high quality sustenance for yourself and your allies. You gain the following features:

Superior Harvesting. You can take time to harvest high quality meat and ingredients from either a creature slain in the last hour, or from the local flora (if any) using a dagger or similar small sharp blade. You acquire 1lb of high quality ingredients per 10 minutes spent on the task. Meat collected this way remains fresh for 2 hours without cooling.

Bon Apetite. You can spend a short rest using cooking utensils and a tinderbox to cook for up to 5 individuals, sustaining them for the day. You consume 2lbs of fresh, high quality ingredients per person, and each affected creature restores 1 bonus hit die's worth of hit points.

Multiattack

Beginning at 6th level your experience with fighting monsters has improved your overall combat skill. You can attack twice, instead of once, whenever you take the Attack action on your turn. More over, If you use mimicry as an action, you may make a weapon or unarmed attack as a bonus action.

Mutation

By 10th level, you've learned to take a form more suited to devour your prey. As a bonus action you can take on a monstrous visage, granting you the following benefits for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your weapon and unarmed attacks deal an additional 1d6 damage.
  • You gain temporary hitpoints equal to half your mimic level at the start of each of your turns.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Reinvigorate

From 14th level, the adrenaline rush of recognizing prey renews your hunger. When your blood in the water trait is triggered, you can choose to refresh a mimicry that refreshes on a short or long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Apex Predator

At 20th level you've taken the phrase you are what you eat to heart. When you devour a creature you can choose one of its features or ability scores, you gain this feature or ability score until you complete a long rest.

You can now devour creatures up to one size larger than you whole, killing them instantly. When you do so, you also restore a number of hit points equal to your level

Immortal Lion

The immortal lions are a secretive group of Mimics from a long forgotten empire that mastered the dark art of binding essences together. By using forbidden alchemy, they can capture a portion of a beasts essence and bind it to their own.

Sentinel Proficiencies

When you choose this discipline at 1st level, you gain proficiency with martial weapons, medium armor, shields and alchemist's supplies.

Additionally you know the Soul Weapon Mimicry, it does not count against your Memorized Mimicry.

Learning Style

Also at 1st level you have discovered how to acquire mimicry from the creatures of the world. Immortal Lions achieve this by stealing the souls of creatures and assimilating them into their own. You gain the following feature:


Mimicry Modifier: Wisdom


Assimilate. As a reaction, when a creature you can see within 30ft drops to 0 hitpoints you can absorb their soul, infusing it into your own. You gain 5 + your mimic level temporary hit points and add an entry to your research Journal.

Once you have added an entry to your Research journal this way you may not add a new one until you’ve completed a long rest.

Battle Scan

At 6th level your keen sense allow you to more quickly assess creatures in battle allowing you to use Libra as a bonus action, when used this way Libra has additional effects:

  • You have advantage on attacks rolls made against the target.
  • Any attack roll you make against the Libra target is a critical hit on a roll of 19 or 20 on the D20.

You can use this feature a number of times equal to your proficiency bonus. And you regain all uses when you finish a long rest.

Imperial Creed

Having descended from royal guards, the immortals are well versed in nobility. At 6th level, this knowledge grants you advantage on Intelligence (History) checks related to identifying royalty, reading coats of arms, and recalling regional customs or noble etiquette.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lancet

Starting at 10th level you're more easily able to siphon the essence of creatures. Whenever you successfully hit a target with a melee weapon attack you can choose to sap their essence, dealing an additional 1d8 necrotic damage and regaining hitpoints equal to the bonus damage dealt.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Additionally as a reaction, when a creature misses you with a melee attack, you can make a weapon attack in return.

Enhanced Physique

At 14th level your bolstered soul servers to empower your physical form granting you the following properties:

  • you gain proficiency in acrobatics and gain expertise in it if you are already proficient.
  • Your AC increases by 2
  • Your base movement speed increases by 10 feet

An Empty Vessel

At 20th level, you are able to tap into the many monstrous essences within you to alter your mind and body. When you finish a long rest, as part of your daily memorization and meditation, you may subtract up to 4 points from amongst your ability scores and redistribute them. You may raise an ability score above 20 this way, and the adjustment lasts until you finish your next long rest.




























Lore Master

While most mimics enjoy the rush of facing their foes up close and personal, the lore master knows a better way. Through careful observation, reading, and analysis it is possible to gain an unprecedented understanding of the inner beast with none of the undignified quarreling. While they might not learn mimicry as quickly as others, they are able to draw extra benefits from the mimicry discovered.

Azure Study

Starting at 1st level, your arcane research and the magic you can tap into have given you facility with spells.

The Lore Master spell list can be found at the end of document below the monsterology section.

Cantrips

You know three cantrips of your choice from the Lore Master spell list. You learn additional Lore Master cantrips of your choice at higher levels, as shown in the Cantrips Known column of your Spellcasting table on the next page.

MP

The Spellcasting table shows the number of MP that you have to cast the Lore Master spells you know of 1st-level and higher. To cast a Lore Master spell, you must expend the amount of MP indicated in the table below. You regain all expended MP each time you finish a long rest.

For example, as a 3rd level Mimic, you can cast the spell burning hands at 2nd-level by spending 3 MP.




Spell Level MP Cost Spell Level MP Cost
Cantrip 0 3rd 5
1st 2 4th 6
2nd 3 5th 7

Spell Limit

Your Mimic level limits the potency of spells that you can produce. This limit is reflected in the Spell Limit column of your Spellcasting Table. For example, as a 5th level Mimic, you are limited to learning and casting spells of 3rd-level or lower.

Spell Learning

At 1st level, you gain the ability to magically learn and recreate spells that are cast within your vicinity as long as they are of a level you can cast as shown by the Spell limit column in the Spellcasting table. When a spell is cast by a creature you can see, you can use your reaction to attempt to learn the spell, make an intelligence check with a DC of 10 + the spells level. On a success you immediately learn the spell and add it to your spell memory, you may cast the spell as normal. If you fail the DC you cannot attempt to learn the same spell again until you finish a long rest. If your spell memory is full when attempting to learn a spell you must choose one spell you have memorized and discard it to make room for your new spell.

Whenever your Spell Memory expands you can choose one spell from the Lore Master Spell list at the end of the document and add it to your spell memory.

Starting at 6th level whenever you successfully learn a spell you regain your reaction.

Spellcasting Focus

Your body itself can be used as a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.

Spellcasting Ability

Intelligence is the ability score used for your mimic spells and Mimicry, so you use your Intelligence whenever a spells or mimicry refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spell or Mimicry and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier




Lore Master Spellcasting
Mimic
Level
Cantrips
Known
Spell
Memory
MP Spell
Limit
1st 3 2 2 1st
2nd 3 2 4 1st
3rd 3 3 6 2nd
4rd 4 3 6 2nd
5th 4 4 10 3rd
6th 4 4 10 3rd
7th 4 5 12 4th
8th 4 5 12 4th
9th 4 5 14 5th
10th 5 6 14 5th
11th 5 6 21 5th
12th 5 6 21 5th
13th 5 7 21 5th
14th 5 7 21 5th
15th 5 7 21 5th
16th 5 7 21 5th
17th 5 8 28 5th
18th 5 8 28 5th
19th 5 8 28 5th
20th 5 8 28 5th

Learning style

Also at 1st level you have discovered how to acquire mimicry from the creatures of the world. Lore master's accomplish this by studying creatures rather than by fighting them. You gain the following features:


Mimicry Modifier: Intelligence


Study. You spend 1 hour studying a creature you have encountered as part of a long rest. At the end of the hour, make a Spell ability check against your own Spell save DC. On a success, you add a new blank entry to your research journal for the studied species. On a failed roll you make no progress.


Field Notes You are more than familiar with studying creatures and can make more detailed observations in the field. When you study a creature using Libra, you create a Field Note in your Research Journal that assists your future research. You can create up to a maximum of 5 notes.

When you make a Spell check to study, you can add a bonus to the roll equal to the number of field notes you have accumulated. On a success, you discard all of your notes.

Spellsense

Also at 6th level, you have an uncanny sense for magic that grants you the following benefits:

  • You can cast detect magic at will, without spending MP

When you use Libra, you can now choose from the following characteristics to learn about the creature:

  • Is Spellcaster?(Has the innate spellcasting, or spellcasting trait)

Spell Drain

At 10th level, you learn counterspell and dispel magic. They count as Lore Master spells for you, but don't count against your spell memory. You can use these spells once per day without expending any MP. You can also cast these spells as normal expending the appropriate amount of MP.

when using either spell and successfully ending the target spell, you can immediately attempt to learn the target spell without expending a reaction.

Reflect

A 14th level, whenever you successfully use counterspell, you may immediately redirect and cast the target spell as part of the same reaction. Spells can only be cast in this way if they are of a level you can cast and have a casting time of either: an action, bonus action, or reaction. This spell uses your spellcasting ability, and acts as if you had cast it normally but does not cost you any MP.

A new target or area must be chosen for the spell to resolve.

Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Comprehension

Also at 14th level you may use any spell scroll even if the spell is not in your Lore Master spell list and may now learn a spell simply by reading it from a wizards spell book or a corresponding spell scroll.

Expanded Mind

At 20th level You can concentrate on two spells at once. If you must make a concentration check while concentrating on two spells, you make a separate check for both spells. If you attempt to cast a third concentration spell, both of your current concentration spells end.

Masquerader

As artists first and foremost, the masqueraders are uniquely in touch with their beasts, able to see past the ego and perceive the true nature of the animal within. These mimics have discovered how to capture the many faces of the beast through their magical crafts, fabricating them into physical form. It is through their many masks they tap into its different facets and draw on its variety of strengths.

Artist's Proficiencies

When you choose this discipline at 1st level, you gain proficiency with the Performance, Persuasion and Deception skills, disguise kits, and one set of artisan's tools.

Learning Style

At 1st level, a masquerader can draw out the essence of another creature's beast, capturing it through their art. You gain the following features:


Mimicry Modifier: Charisma


Captivating Visage. As an action, you challenge a creature you can see within 30 feet to a battle of wills, each making a contested charisma ability check. If you succeed you magically capture a small portion of the creature's essence in a magically constructed mask you can immediately put on as a free action. The mask takes on the creature's likeness, but its exact appearance is up to you. The mask is enchanted with the creatures essence, wearing the mask grants you the following benefits.

  • Advantage to Charisma ability checks against members of its species.
  • You can mimic its voice with uncanny accuracy; A creature can determine the voice is illegitimate with a successful Intelligence (Investigation) check against your mimicry save DC.
  • As a bonus action you can take on the creature's appearance as if under the effect of a disguise self spell for up to 1 hour, you are subject to the limitations of the spell however.

The creature feels a sense of inferiority, it subtracts 1d4 from its next attack roll, ability check or saving throw.

If the creature succeeds at the contested roll, you instead suffer one point of exhaustion as it saps from your essence instead, feeling a sense of superiority over you.

Once you use this feature, you can't use it again until you finish a long rest.


Deconstruct. At any time while you possess a mask created by your Captivating Visage feature you can magically deconstruct the mask, adding a new mimicry to your research journal for the species the mask is based on. The mask then crumbles into dust.


Mercurial Craft. As part of a long rest you can create a number of special masks called mercurial masks. The total number of masks carried cannot exceed your proficiency bonus. When creating a mask, select a species entry in your research journal, your mask takes its likeness and is imbued with the associated mimicry.

Putting on the mask grants you all the benefits of Captivating Visage and allows you to use the imbued mimicry as long as the mask is worn and all prerequisites are met. You can equip or change masks using an action and unequip a mask as a free action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master Costumier

At 6th level, your experience with crafting costumes for all kinds of performances grants you a variety of benefits:

  • You can equip and change masks using a bonus action
  • You can easily put a disguise together, taking only the duration of a short rest instead of a long rest
  • You can carry a number of disguises on you equal to your proficiency bonus without drawing attention
  • You can perform 'quick-changes' as an action to switch from one disguise to another, however the previous disguise must be discarded as you don't have time to store or secure it.

Character Study

Starting at 10th level you can now use Libra as a bonus action. When you use libra to study a creature this way you also size up its inner beast, granting you the following benefits against the creature:

  • Advantage on your next Charisma ability check against the creature.
  • Advantage on your next attack against the creature.
  • The creature has disadvantage on its next attack against you.

A thousand Faces

From 14th level, you can draw from the many masks you've made part of you over your adventures. When equipping a mask you can instead choose to wear up to three masks at once granting you the benefits of all worn masks simultaneously. Doing so places heavy strains on the ego. You can only wear multiple masks for up to 1 minute. If you decide to equip three masks you suffer one point of exhaustion upon removing the masks.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Capricious Form

At 20th level, you can become one with the beast itself to utterly transform yourself. As an action you can transform yourself as if under the effect of a true polymorph spell for up to 1 hour, you are subject to the limits of the spell. While transformed this way you can revert back to your normal form at any time at no action cost.

Once you use this feature, you can't use it again until you finish a long rest.

Ring Master

The troupe of the Masked Carnival are quite unlike other Mimics. Rather than spend all day in a stuffy study or a sweaty dojo, they'd prefer to be on the road with their beast by their side putting on a show! These Mimics have discovered how to manifest their beast outside their physical form, and together they entertain, perform, and dazzle the world by working together as a team.

Showman's Proficiencies

When you choose this discipline at 1st level, you gain proficiency with the Animal Handling skill or expertise if you are already proficient, as well as whips.

Bestial Avatar

Also at 1st level, your unique relationship with the inner beast allows you to conjure an avatar of it. Your bestial avatar acts as your companion, accompanies you on your adventures, and is trained to fight alongside you. The avatar obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, and attitude (no action required by you). When you and your avatar roll initiative, your avatar can change initiative to match your own. If you are absent or incapacitated, your avatar acts on its own. Your avatar has statistics determined in part by your level. All avatars begin using the stats for the Avatar of the Beast detailed below, though you decide its appearance and what melee attack it uses (eg. a bite, claws, or a tail etc.). The avatar uses your proficiency bonus rather than its own. It has a natural armor class of 10 + its Constitution modifier
+ your proficiency bonus. It is also proficient
in all the saving throws you're proficient in.
Your avatar cannot wear barding or attune
to, or activate, magic items. For each
level after 1st, your avatar companion
gains an additional Hit Die and increases
its hit points accordingly. The avatar's

hit dice are d10's. Its level is equal to
your Mimic level for the purposes of
calculating spells like polymorph and
true polymorph. When you gain the Ability Score Improvement
class feature, your avatar's abilities also improve.
Your avatar can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your avatar can't increase an ability score above 20 using this feature.

When reduced to 0 hit points, it makes death saving throws as a player would.

If the avatar is slain, you are slain, or you fall unconscious, the avatar immediately vanishes.

You can conjure a new avatar by spending 8 hours meditating and communing with your inner beast.


Avatar of the Beast

Medium Beast, (the same alignment as the mimic)


  • Armor Class 14 (Natural Armor)
  • Hit Points 8 (1d10 + 2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 12(+1)

  • Saving Throws Same as Mimic
  • Skills Perception +3, Performance +3, Stealth +4
  • Senses Passive Perception 13
  • Languages Understands Common but can't speak

Keen Hearing and Smell. The beast has advantage on Wisdom(Perception) checks that rely on hearing or smell.

Actions

Basic Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Learning Style

Finally at 1st level, you discover how to acquire new mimicry from the creatures of the world. The ringmaster learns by teaching their beast to master the tricks they've seen their foes use. You gain the following features:


Mimicry Modifier: Charisma


Bestial Training. As part of a long rest you can spend an hour training your beast, trying to teach it a new mimicry. Select a creature you have encountered and make three Wisdom(Animal Handling) checks against your own mimicry save DC. Track the number of successes you roll. It takes three successes for the beast to fully understand the lesson, allowing you to add a new mimicry to your research journal for the species you based the lesson on. If you don't achieve enough successes you can continue training as part of the next long rest, giving the beast time to rest and clear its mind. If you suffer two consecutive failures, you subtract one success from its progress, to a minimum of 0 successors. If you start training the beast lessons based on a different creature, it loses all progress made for any other.


Bestial Memory. As part of your morning meditation, your avatar can memorize a single mimicry from your research journal that does not have any prerequisites. The avatar uses your mimicry attack bonus and mimicry save DC as required. You can't both have the same mimicry memorized.

Life in the Spotlight

At 6th level, your life of experience with showmanship grants you unique benefits:

  • You have advantage on Charisma (Performance) checks to gather a crowds attention
  • Your deeper understanding of monsters allows you to use the Wisdom (Animal Handling) skill with non-beast creatures to intuit their intentions.
  • You can use your bonus action to rally your bestial avatar giving it advantage on its next attack roll, saving throw or ability check before the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses after completing a long rest. Landing a critical success on any attack roll, saving throw or ability check allows you to rally your avatar at no cost.

Food motivated

Also at 6th level, you've gotten to know your beast and can take advantage of its simple motivations. If you incorporate 1lb of meat from the creature your lesson is based on, you have advantage on each of the animal handling checks made for that creature's lesson.

Fast Learner

From 10th level, your beast manifests more mimicries you have learned. As part of your morning meditation, your avatar can memorize a number of bestial mimicry it meets the prerequisites for from your research journal equal to half your proficiency bonus rounded down. You can't both have the same mimicry memorized. Bestial Memory does not count against these memorized mimicries.

Tandem Strike

Starting at 14th level you've developed a synergy with your beast. Whenever you take an action that deals damage or applies a condition to a target you can choose one of the targets affected. Your beast can immediately move up to its speed and make an attack against the target at no action cost.

Unrivaled Performance

At 20th level, your beast has grown to full strength, and can effortlessly wield the mimicry you share. Your beast can memorize one legendary mimicry it meets the prerequisites for from your research journal. You can't both have the same legendary mimicry memorized.

Traveler

Knowledge and the love of new wonders give these mimics meaning, purpose. They follow the adage of experiencing everything at least once, to try, fail, and pick themselves backup. The Travelers are eagerly wanderlust to see the plane for all its magically worth and to dream of ever greater possibilities.

Traveler's Proficiencies

When you choose this discipline at 1st level you gain proficiency in cartographer's tools.

Mighty Guard

Also at 1st level your body takes on physical traits and aspects of the toughest monsters. You can reduce any damage you take by an amount equal to your proficiency bonus.

Learning Style

Also at 1st level you have discovered how to acquire mimicry from the creatures of the world. Traveler's achieve this through first hand experience, choosing to experience the effects of a creatures attack in order to better replicate them. You gain the following features:


Mimicry Modifier: Wisdom


Endure Scars: When you are targeted or in the AoE of a spell, special action or attack you can choose to fail the saving throw and reduce your AC to 0 taking the full effect of the action. If you take damage or suffer a condition as a result of this action, you can add a new blank entry to your research journal for the attacker's species.

You must finish a long rest before you can use this feature again.

Intercept: when a creature you can see within 15 feet of you is targeted by an attack, spell or special action you can use your reaction to swap places with them taking the hit in their place. Once you use this reaction you can choose whether you want to Endure scars or not.

You can use this feature a number of times equal to your proficiency bonus.

At 6th level when you use Intercept or Endure Scars you gain resistance to all damage until the start of your next turn.

Wayward Rover

Starting at 6th level your experience traveling grants you the following benefits:

  • Choose two skills from: History, Nature, Insight, Perception, Survival. You gain proficiency in those skills or expertise if you already have proficiency.
  • When traveling, you motivate yourself and your companions to move at a faster pace than usual. When calculating travel speed, add 100 feet per minute, 1 mile per hour, or 6 miles per day to the normal speeds given in the PHB on page 182 under the Travel Pace table. When moving towards dangerous situations (DM's discretion advised) you double this effect.
  • Your base walking speed increases by 5ft.

Traveler's Ward

Starting at 10th level, whenever you use a mimicry that recharges on a short or long rest, you gain 2d8 temporary hitpoints.

Additionally when you use Intercept you can choose to give both yourself and the creature you swapped with 2d8 temporary hitpoints.

Endless Journey

At 14th level you learn to create a safe haven to rest between your travels. you can create a Demiplane that you can travel to using an action and you can exit the Demiplane at any time using a bonus action. You can choose up to 5 willing creatures to enter the Demiplane with you.

  • The demiplane is not an enclosed space; rather, it is an island on an endless, impassable plane, such as an ocean, a sea of fog or a bottomless void.
  • The demiplane may extend 100 feet in each dimension and can manifest structures, objects, decorations and weather of your choice. Anything created by the demiplane dissipates into smoke if it is removed.
  • While within your own demiplane, you gain the following benefits: If you complete a long rest, you regain all of your hit dice and gain the benefits as if you were the target of the spell Greater Restoration.
  • When you exit the Demiplane you can choose an unoccupied space within 60 feet of the space you entered the Demiplane from and appear there.

Limit Break

Upon reaching 20th level, your mastery of stealing and mimicking is unparalleled allowing you drain a creature's divine spark. As an action, choose one creature you can see and force it to make Charisma saving throw against your mimicry DC. On a failed save, you steal 4 points from one of the creature's ability scores, the target's ability score is reduced by 4, and your total in that ability score is increased by the same amount to a maximum of 24. All benefits are lost when this feature is used again. Once you successfully use this ability, you can't use it again until you finish a long rest.

Monsterology

Across the world there are monsters to be discovered, each with inner beasts that have evolved in a multitude of ways. The mimic is able to tap into these creature's inner beasts and learn to replicate their unique abilities for their own use through the art of Monsterology - a study of monsters.

Bestial Mimicry

These abilities defy typical magic and can only be manifested through the inner beast, dubbed bestial mimicry. These are the most basic form of mimicries and can be learned from any creature who's species you can enter into your research journal.

Legendary Mimicry

The most powerful kinds of mimicry are legendary mimicries, however they can only be learned from deadly and rare legendary creatures. These mimicries are prized, showing the heights of your ability as a mimic, so are often seen as bragging rights amongst research circles.

Mimicry

The following pages feature the mimic schools of Monsterology tied to bestial mimicry and legendary mimicry. When you learn a new bestial mimicry you can select a mimicry that you qualify for from the school associated with the creature's type. Unless otherwise stated, you can only learn each mimicry once. Effects of the same mimicry used multiple times don't combine, and only the most potent effect (eg. highest bonus) applies while durations overlap.

Descriptive Variety

Monsterology provides a lot of descriptive room for players to experiment with when casting spells and using mimicry. You don't have to use the descriptive text provided after all, as long as the effect remains the same! Perhaps you manifest your powers by momentarily transforming your body into the creature you learned it from, or you summon a part, or all of the monster to perform the ability on your behalf? Maybe your powers manifest with the common visual flare of other spellcasters, or perhaps each memorized mimicry alters your body just a little as you gradually become more monstrous over the course of your adventure! The possibilities are endless, so let your imagination go wild!

Prerequisites & Exclusivity

If a mimicry has prerequisites, you must meet them to learn it and you must have the prerequisite mimicry memorized to memorize the dependent mimicry. You can learn the mimicry at the same time that you meet the prerequisites. A level prerequisite refers to your level in this class. If a mimicry has an exclusivity then you cannot memorize more than one mimicry with the same exclusivity tag at the same time.

Cosmic Mimicry

The aberrations and oozes of the world possess some of the strangest and most alien inner beasts that can be found on the material plane. Each of them have developed exotic natural defenses and manipulate magic in ways the archmages still spend their lives researching. From mind altering psionics to loathsome bodily functions, cosmic mimicry is a field of research that is not for the faint of heart.

Bestial Mimicry

Aberrant Ground

Mimicry


You can use your bonus action to make the ground around you in a 10-foot radius dough-like difficult terrain for up to 1 minute. The effect is centered on you and travels with you, ending early if you are unconscious or choose to dismiss it (no action required).

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Adhesive Appendage


Mimicry
Trait
Prerequisite: Pseudopod Appendage


As an action your pseudopod can secrete a sticky coating and be thrown at a target within 30 feet of you, making a ranged mimicry attack . If the target is a creature, a hit deals your pseudopod's usual damage and it becomes grappled.

Alternatively the pseudopod can be employed as a grappling hook up to the same range, giving you advantage on climbing checks to ascend the limb.

All-Around Vision

Mimicry
Trait


Be it by additional eyes, eye-stalks, or a preternatural sense, you are able to see in all directions at once. You double your proficiency bonus when making Wisdom(Perception) checks, and you cannot be surprised while your are not incapacitated.

Amorphous Body


Mimicry
Trait


Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings as narrow as 1 inch.


Eyebeam

Mimicry
Trait



As an action you can fire a beam of energy from your eyes towards a creature you can see within 60 feet of you. Make a ranged mimicry attack against the target. On a hit the target takes 1d8 + Prof. Bonus + Mimicry Modifier Lightning damage. When you take the attack action you can choose to replace one or all of your attacks with this mimicry.

Gelatinous Decoy

Mimicry



You can spend 10 minutes magically producing a mannequin composed of hardened slime that retains its form for up to 1 hour. The doll can take the appearance of a medium sized humanoid creature you can see, one you are familiar with, or you can produce a generic appearance. The doll includes clothing and accessories of any color, though none of the parts are functional or come apart from the doll. It looks particularly life-like, but does not hold up to close physical inspection as touch reveals it is all one squishy piece. While the doll does not animate, a creature can use an Intelligence (Investigation) check against your Mimicry save DC to identify it is not real from a distance. After the duration has passed, the doll dissolves into a puddle of harmless muck.

King of the Puddings


Mimicry
Trait


Your inner beast radiates a calming aura that puts oozes at ease - a tactic they employ so as not to cannibalize one another. Ooze type monsters are indifferent to you, provided you aren't otherwise hostile and don't disturb them. If provoked to an aggressive state they will still treat you with hostility as normal.

Limited Telepathy


Mimicry
Trait


As a bonus action, choose one creature you can see within 30ft of you. A telepathic bond between you is formed, allowing you to speak telepathically with each other provided you both speak a language the other knows.

You can maintain a bond up to a number of miles equal to your Intelligence modifier (minimum of 1 mile), and the bond ends after a number of minutes equal to your mimic level. The bond ends early if you are incapacitated, slain, or if you form a new bond.

Maddening Glare

Mimicry


You can use your action to instill momentary insanity in a creature by channeling the beast within. Select a creature you can see in 30 feet to make a Wisdom saving throw. On a failed save, the creature becomes incapacitated until the end of its next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Mind-Breaking Touch

Mimicry


As an action you make a melee mimicry attack against a creature adjacent to you. On a hit, the creature takes 3d8 psychic damage, as a momentary exposure to your inner beast leaves them shaken. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute, they have disadvantage on Wisdom saving throws until the end of their next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Ooze Climb


Mimicry
Trait


By studying the movement of the ooze, you have learned to adopt their secret climbing methods. You gain a climbing speed equal to your move speed, and can climb on any surface, across vertical surfaces and upside down along ceilings without needing to make any ability checks.

Pseudopod Appendage

Mimicry
Trait


You grow a pseudopod which you can use to make a melee mimicry attack against an adjacent foe. If you hit, you deal 1d4 bludgeoning damage + 1d4 psychic damage.

Instinctive attack When you use your action to make an attack, you can use a bonus action to make an attack with your pseudopod.

Sensorium


Mimicry
Trait
Prerequisite: Limited Telepathy


You can use your action to perceive through the senses of a willing creature you have a telepathic bond with. For the duration you see and hear what it does, and continue to do so until you use your action to return to your normal senses. While perceiving through the creature's senses you gain the benefit of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. You can only perceive through one creatures senses at a time, though you can use your action to switch between willing creatures.

Shape-Shift

Mimicry


You can polymorph into an inanimate object or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying are not transformed, you revert to your true form if you are slain.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Sticky Secretions


Mimicry
Trait


You body secretes an adhesive solution in your sweat that gives you advantage on attack rolls and ability checks made to start or maintain a grapple.

Bestial Mimicry [5th Level+]

Alien Mind


Mimicry
Trait
Prerequisite: 5th level


Your mind is altered to such a degree, others can be harmed just by connecting to it. As a reaction, when a creature tries to read your thoughts or deal psychic damage to you, they must succeed on an Intelligence saving throw or become Stunned until the end of your next turn. The stunned creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Blinding Spores

Mimicry
Prerequisite: 5th level


You can use your action to emit noxious spores. Each creature in a 10 foot radius of you must succeed on a Constitution saving throw or become Poisoned and Blinded for up to 1 minute. A poisoned creature can repeat its saving throw at the end of each turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Dream Eater

Mimicry
Prerequisite: 5th level


As a reaction, when a creature wakes from being unconscious, you can feed on the momentary miasma of dreams still in their mind. The creature must make a Wisdom saving throw or take 3d8 psychic damage, and you regain hit points equal to the amount of damage taken.

Eat Memories

Mimicry
Prerequisite: 5th level


You can use your action to prey on the vulnerable mind of an adjacent incapacitated creature. The target must succeed on a Wisdom saving throw or you can select a 1hr period from the past 24 hours in its mind. The selected hour of memories are lost from the creature and gained by you. Without prior knowledge you cannot know the contents of a given hour period before you steal it. The creature's memory can be restored with a lesser restoration spell or similar magic.

Once you use this mimicry, you can't use it again until you finish a long rest.

Exert Will

Mimicry
Prerequisite: 5th level


You can use your action to force a creature you have charmed to make a Wisdom saving throw. On a failed save the creature moves up to it's speed as you mentally direct, and makes a melee attack against a target you designate. The creature cannot be compelled to move into an obviously deadly hazard, such as a fire or pit, but will provoke opportunity attacks to move to the desired location. Once it has made the attack, the charm ends.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Psionic Rally

Mimicry
Prerequisite: 5th level


You can use your action to focus and release a psionic pulse that targets all allies within 30 feet of you that aren't obscured by cover. Each creature effected is shocked to their senses and can end any charmed or frightened conditions affecting them.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Slime Breath

Mimicry
Prerequisite: 5th level


You can use your action to expel a spray of gelatinous ooze in a 30-foot cone before pulling it back in. Each creature in that area must make a Dexterity saving throw, taking 4d8 acid damage and being pulled up to 30 feet straight toward you on a failed save. On a success a target only takes half damage and isn't pulled towards you.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Vomit Ooze

Mimicry
Prerequisite: 5th level


You can use your action to vomit an Ooze Spawn into an empty space adjacent to you. The ooze spawn is an ally to you and your companions and can maintain its form for up to 1 hour or until dismissed, after which it dissolves into a harmless puddle of muck. In combat, the spawn shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but cannot speak. If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.


Ooze Spawn

Tiny Ooze, Lawful Evil


  • Armor Class 13
  • Hit Points 18 (4d4 + 8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 14 (+0) 11 (+2) 10(+0)

  • Saving Throws Int +4, Cha +2
  • Condition Immunities blinded, charmed, deafened, exhaustion, prone
  • Senses Blindsight 60ft, (blind beyond this distance), passive perception 12
  • Languages -
  • Challenge 1/4 (50exp)

Amorphous. The spawn can move through a space as narrow as 1 inch wide without squeezing.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage

Warp Space


Mimicry
Prerequisite: 5th level


As an action you can cause the ground in a 20-foot square that you can see within 90 feet of you to turn into teeth and maws for up to 1 minute. The area becomes difficult terrain for the duration. Any creature takes 3d6 piercing damage for each 5 feet it moves on this terrain.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [7th Level+]

Enslave

Mimicry
Prerequisite: 7th level


Employing aggressive psionics you can use your action to impose your will on a creature you can see within 30ft. The target makes a wisdom saving throw or becomes charmed by you for 1 hour. For the duration, the creature obeys your commands as best it can, cannot use reactions, and has a telepathic bond with you. The enslavement ends early if you are slain, fall unconscious, or the creature moves beyond the range of your bond. The creature can repeat its saving throw whenever it takes damage, ending the effect on itself on a success.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Eye of Corruption

Mimicry
Prerequisite: 7th level


As an action you glare at a creature you can see within 30 feet. The target must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage and 3d8 poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Psychewall


Mimicry
Trait
Prerequisite: 7th level


You are at one with the psionic power of your inner beast, and together your defenses are formidable. You become immune to any magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can only telepathically communicate with you if you allow it.

Psychic Backlash


Mimicry
Trait
Prerequisite: 7th level
Exclusivity: You can only memorize one Death mimicry at a time


When you are critically hit or reduced to 0 hit points you unleash a burst of psychic energy that shares your pain to those nearby. All creatures within 10ft of you take psychic damage equal to your mimic level x your Intelligence modifier.

Bestial Mimicry [11th Level+]

Anti-Magic Breath

Mimicry
Prerequisite: 11th level


As an action you emit a magic wave in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 5d10 force damage and ending all spell effects of 3rd-level or lower on a failed save, or half as much damage and no other effects on a successful one.

Once you use this mimicry, you can't use it again until you finish a long rest.

Collapse Distance


Mimicry
Prerequisite: 11th level


As an action you warp space around one creature you can see within 30 feet of yourself. That creature must make a Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space you can see, and then each creature within 10 feet of the target's original space takes 5d12 psychic damage. On a successful save, the target takes half damage and isn't teleported.

Once you use this mimicry, you can't use it again until you finish a long rest.

Force Field


Mimicry
Prerequisite: 11th level


As an action you can invoke a magical barrier centered on yourself for up to 1 minute, the barrier is a 15-foot radius sphere and it moves with you. Creatures of your choice inside the barrier including yourself have resistance to magic damage and advantage on saving throws against all magical effects.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Implosion

Mimicry
Prerequisite: 11th level


As an action you manifest a powerful distortion in the fabric of space at a point you can see within 120ft. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the target takes 8d8 force damage, is knocked prone, and is moved to an unoccupied space closest to the sphere's center. On a success a target only takes half damage and isn't knocked prone or moved. Large and smaller objects that aren't being worn or carried in the sphere automatically take the damage and are similarly moved.

Once you use this mimicry, you can't use it again until you finish a long rest.

Osmosis


Mimicry
Prerequisite: 11th level


As an action you can absorb the divine spark within a creature you can see within 10 feet of yourself. That creature must make a Charisma saving throw. On a failed save, the target takes 8d6 necrotic damage healing you for half the damage dealt, additionally you absorb one beneficial magical effect with a duration from the target and they no longer benefit from the effect, you gain the benefit of the effect for the remaining duration. On a successful save, the target takes half damage and no other effects occur.

Once you use this mimicry, you can't use it again until you finish a long rest.

Protective Thrall


Mimicry
Trait
Prerequisite: 11th level


As a reaction when you are hit by an attack, and a creature you have charmed is within 5 feet of both you and the attacker, you can have the charmed creature take the damage instead. The charmed creature can then repeat its saving throw against the charm, ending it on a success.

Legendary Mimicry

Anomaly

Mimicry
Prerequisite: 17th level


As an action you create sphere of crushing gravity centered on a point you choose within 120 feet for up to 1 minute while you concentrate. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the area for the first time on a turn or starts its turn there must make a Strength saving throw. The creature takes 6d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Once you use this mimicry, you can't use it again until you finish a long rest.

Creature Sense

Mimicry
Trait
Prerequisite: 11th level



You can use your action to sense the presence of creatures within 120ft of you that have an Intelligence score of 4 or higher until the start of your next turn. You know the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about them. A creature protected by a mind blank spell, a non-detection spell, or similar magic can't be perceived in this manner.

Eye Rays

Mimicry
Prerequisite: 11th level


You can use your action to choose up to 3 targets you can see within 60ft of you. For each target roll a d6 to determine the ray fired.

1.Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until you harm the creature.

2. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Enervation Ray. The targeted creature must succeed on a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a success.

4. Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw or be moved up to 30ft in any direction. It is Restrained until the start of your next turn or until you are incapacitated. If the target is an object weighing 300lbs or less that isn't being worn or carried, it is moved up to 30ft in any direction. You can also exert fine control on objects.

5. Petrification Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next three turns. On a success, the effect ends. On three failures, the creature is petrified for up to 1 minute. A creature broken while petrified suffers similar deformities when it reverts.

6. Disintegration Ray. The targeted creature must succeed on a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10- foot cube of it.

Mitosis


Prerequisite: 11th level


As a reaction, when you are subjected to lightning or slashing damage and you have at least 10 hit points, your body can split in two. An ooze duplicate of you appears in an unoccupied space within 5 feet of you, and can maintain its body until it reaches 0 hit points, it rejoins with you, or for up to 1 hour after which it melts and dissolves. The duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn't do yourself.

The duplicate has statistics matching yours, and duplicates of your equipment, but duplicated equipment loses any magical properties your originals have. If your duplicate ever loses physical contact with a duplicated piece of equipment, it melts and evaporates. In combat, you roll initiative for the duplicate and control it on its turns.

When created, your current hit points are halved (rounded down) and shared between yourself and the duplicate, it has the same mimicry memorized as you, and other physical traits you had at the time it was created. The duplicate does not preserve spells and other effects active on you when it is created. The duplicate can rejoin with you by entering your square as an action, granting you hit points equal to the amount it has remaining up to your maximum hit points. Any spells or effects it has active are lost as it rejoins with you.

Once you use this mimicry, you can't use it again until you finish a long rest.

Mind Blast

Mimicry
Prerequisite: 11th level


You emit a burst of psychic energy in a 60-foot cone. Each creature in the area must make an Intelligence saving throw taking 6d8 psychic damage on a failed save, or half as much damage on a success. A creature that fails its save against this effect becomes stunned until the start of your next turn.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Psionic Network


Mimicry
Trait
Prerequisite: Telepathic Hub, 13th level


Your inner beast's mind has become a nexus for psionic activity, able to manage an advanced network of connections and information exchange. You gain the following actions:

Psychic Link. You target one incapacitated creature you can perceive with your available senses, and establish a psychic link with the target. Until the link ends you perceive everything the target senses. The target becomes aware something is linked to its mind once it is no longer incapacitated, and you can terminate the link at any time (no action required). The target can use an action to attempt to break the link, doing so with a successful Charisma saving throw. On a success, the target takes 4d8 psychic damage. The link also breaks if you and the target are more than 5 miles apart with no consequences to the target. You can form psychic links with a number of creatures equal to your Intelligence modifier (minimum 1).

Break Concentration. You use your action to target a creature within 120ft of you that you have a psychic link with. You break concentration on a spell the target has cast, and the creature takes 1d4 psychic damage per level of the spell.

Psychic Pulse. You use your action to target a creature within 120ft of you that you have a psychic link with. Enemies of your choice within 10 feet of that creature make a Charisma saving throw, taking 6d6 psychic damage on a failure.

Sever Psychic Link. You use your action to target a creature within 120ft of you that you have a psychic link with. You end the link and the creature has disadvantage on all ability checks, attack rolls, and saving throw until the end of the creature's next turn.

Unearthly Bile

Mimicry
Prerequisite: 15th level


As an action you expel bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of you. Each creature in that area must make a Dexterity saving throw, taking 6d10 acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a gibbering mouther appears in an unoccupied space on a surface that can support it within 30 feet of that creature, you can summon a number of gibbering mouthers up to your proficiency bonus. The gibbering mouthers act right after you on the same initiative count, fighting until they are destroyed. They disappear after 10 minutes or when you die.

Once you use this mimicry, you can't use it again until you finish a long rest.


Gibbering Mouther

Medium Aberration, Neutral


  • Armor Class 9
  • Hit Points 67 (9d8 + 27)
  • Speed 10ft., swim 10ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6(-2)

  • Condition Immunities prone
  • Senses Darkvision 60ft, passive perception 10
  • Languages -
  • Challenge 2 (450exp)

  • Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
  • Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

  • Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
  • Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
  • Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Mythical Mimicry

Drawn from Fey and Monstrosities mythical mimicry seeks to replicate the extraordinary powers of creatures far beyond what nature intended. With inner beasts altered and strengthened by magic, their abilities range from subtle and insidious to volatile and deadly. This field of study seeks to explore the tales passed down in folk lore and legends, to discover what is real and separate fact from fiction.

Bestial Mimicry

Gaze of the Warden

Mimicry
Trait


Using a reflective surface such as a mirror or the surface of a still pool of water, you can cast a clairvoyance spell without using a spell slot or material components. You can't do so again until you finish a long rest.

Heart Sight

Mimicry
Trait


When you touch a creature, you magically know its current emotional state. If the creature fails a Charisma saving throw, you can also learn the creature's alignment. Celestials, fiends, and undead automatically fail this saving throw.

Illumination

Mimicry
Trait



You can use your bonus action to shed bright light in a 10- foot radius and dim light for an additional 10 feet for 1 hour. You can use a bonus action to increase the radius of its brightness by 10ft up to a maximum of 30 feet, to decrease it by 10ft, or to suppress the light entirely.

Inscrutable

Mimicry
Trait


You have advantage on saves against effects that would sense your emotions or read your thoughts, as well as any divination. Wisdom (Insight) checks to ascertain your intentions or sincerity have disadvantage.

Iron Scent

Mimicry
Trait


You can pinpoint, by scent, the location of ferrous metal within 30 feet of you.

Labyrinthine Recall

Mimicry
Trait


You can perfectly recall any path you have traveled, and your always know which way is north. You cannot get lost unless magically deceived.

Merfolk's Blessing

Mimicry
Trait


Your beast takes on an aquatic affinity. You gain a swimming speed equal to your walking speed, and can breathe both air and water.

Oil Spray

Mimicry


You can use your action to release a spray of oil in a 5-foot wide, 20-foot long line covering each tile in the line's path. Each creature in that line must make a Dexterity saving throw or become soaked in oil for up to 1 minute when the oil dries. While soaked this way any exposure to a source of flame causes the target to take an additional 5 fire damage from the burning oil.

Each tile covered in oil can be lit, causing the square to set flame for 2 rounds, dealing 5 fire damage to each creature that enters the area or ends it turn in the area. A creature can take this damage only once per turn. The fire spreads to any adjacent oil covered squares at the end of each round.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Oxidizing Touch

Mimicry
Trait



You corrode metal with a touch. If not being worn or carried, you can spend 10 minutes to destroy a 1-foot cube of nonmagical ferrous metal. The process is too slow to make use of in combat, however doing so extracts nutrients from the corroded metal and you can sustain yourself for a day with 2lbs of corrodible metal.

Wearing non-metallic gloves will block the effect of your touch and allow you to wield or touch metal without corroding it, however wearing metal armor will cause it to gradually erode, inflicting a -1 penalty to the AC it provides every 10 minutes. Armor reduced to an AC of 10 is destroyed.

Psychometry

Mimicry
Trait



If you spend at least 10 minutes interacting with an object you gain magical insights into its history. The DM tells you one of the following characteristics of your choice:

  • The item's name, if it has one
  • A vision of the last creature to handle the item
  • An impression of the emotional state the last creature was in when the item was used
  • If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
  • A vision of the item's owner or creator
  • Lore regarding the item's historical significance, if any

Repulsive Breath

Mimicry


You can use your action to exhale a nauseating stench in a 15ft cone. Each creature in the area must succeed on a Wisdom saving throw to steel themselves, or become Frightened for 1 minute. A frightened creature that starts its turn in 15 feet of you must use all its movement to get as far from you as possible, finishing the movement before taking an action. If the creature ends its turn in a location where it doesn't have line of sight to you, it can repeat its saving throw, ending the effect on a success.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Serpent Hair

Mimicry
Trait


Your hair is replaced with a mass of writhing snakes that are part of you, shifting and mirroring your emotions. You can also use your bonus action to have them make a melee mimicry attack against an adjacent foe, dealing 1d6 piercing and 1d4 poison damage on a hit.

Temporal Flux

Mimicry


You create a small, localized distortion in the flow of time that shuffles the order of events during combat. Each creature in 30 feet of you re-rolls its initiative.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Vanity Mirror

Mimicry
Trait



You can use your action to surround yourself with illusory magic that causes creatures who look upon you to see a member of their own race and sex with roughly the same build as your normal appearance. This illusion lasts for up to 1 hour, or until you dismiss it (no action required), and does not stand up to close inspection. If someone attempts to touch you they will pass through the illusion learning you are disguised. Otherwise a creature can use an Intelligence (Investigation) check against your Mimicry save DC to discern that you are disguised.

Web of Hair

Mimicry


You can use your action to rapidly grow your hair, filling a 30-foot cube of space adjacent to you before detaching. This web of hair is difficult terrain, its area is lightly obscured, and persists for 1 minute. A creature that moves into the web or starts its turn there must make a Dexterity saving throw or become Restrained while in the web. A creature can use a Strength check against your Mimicry save DC, freeing itself or a creature within 5 feet of it on a success. The webbing is immune to all damage except magical fire. a 5-foot cube of the web is destroyed it if takes at least 20 fire damage from a spell or other magical source on a single turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [5th Level+]

Command Hair

Mimicry
Prerequisite: 5th Level


You can use your action to magically grow and weave your hair into a 50ft length of rope which detaches from you with AC12 and 10 hit points. The rope remains under your control within 30 feet of you for up to 1 hour, after which it falls apart into worthless strands of hair.

You can use a bonus action to move the rope up to 20ft to a Large or smaller creature you can see, who must succeed on a Dexterity saving throw or become grappled by the rope (the escape DC is equal to your Mimicry save DC). The target is released if you die, if you become incapacitated, or by using another bonus action.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Consume Magic

Mimicry
Prerequisite: 5th Level



You can use your action to target a creature you can see concentrating on a spell 60 feet of you. The creature must succeed on a Constitution saving throw with disadvantage or lose concentration. If you break the creature's concentration this way you gain 5 temporary hit points for each level of the spell that was ended, to a minimum of 5.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Death Flash

Mimicry
Trait
Prerequisite: 5th level
Exclusivity: You can only memorize one Death mimicry at a time


When you are critically hit or reduced to 0 hit points nonmagical light flashes out from you in a 10-foot radius as your possessions, other than metal or magic objects, burn to ash. Any creature in the area must make a Constitution saving throw. On a failure, the creature takes 2d8 radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.

Once you use this mimicry, you can't use it again until you finish a long rest.

Delightful Light

Mimicry
Prerequisite: 5th Level


As a bonus action you can magically emanate light in a 10-foot radius for a moment. You and each creature of your choice in that light gain 2d10 temporary hit points.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Dimensional Rift

Mimicry
Prerequisite: 5th Level


As a bonus action, you can create an invisible and immobile rift within an opening or frame within 5 feet of you, provided the space is no bigger than 10 feet on any side. The rift bridges the distance between that space and any point within 30 feet of it you can see or specify by distance and direction (such as "30 feet straight up").

While next to the rift, you can see through it and are considered to be next to the destination as well, and anything you put through the rift (including a portion of your body) emerges at the destination. Only you can use the rift, and it lasts until the end of your next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Fey Step

Mimicry
Prerequisite: 5th Level


As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Then one of the following effects occurs based on your chosen mood.

  • Dreadful Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your Mimicry save DC or become Frightened.
  • Fuming You have advantage on the next attack roll you make before the end of this turn.
  • Mirthful Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your Mimicry save DC. On a failure, the target is charmed by you for 1 minute or until the target takes any damage.
  • Tricksy You can fill a 10-foot cube within 5 feet of yourself with magical darkness, which lasts until the end of your next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Goblin Punch

Mimicry
Trait
Prerequisite: 5th level



Your unarmed strikes deal 1d8 + Prof. Bonus + Strength Modifier Bludgeoning damage. Moreover whenever you hit a creature that is a lower CR or Level than your Mimic level you can choose to deal bonus bludgeoning damage equal to your mimic level.

Insatiable Greed

Mimicry
Trait
Prerequisite: 5th Level



You can use your action to sense the presence of gold, silver, electrum, or platinum in 30 feet of you. If you sense a source this way you can determine which location has the greatest amount, its direction, and the direction of its movement (if any). You cannot locate the source if any thickness of clay or lead, even a thin sheet, blocks a direct path between you and it.

Lilliputian Lyric

Mimicry
Prerequisite: 5th Level


You can use your action to target a creature or object that is neither worn or carried within 30 feet of you, and call upon mischievous fey magic. An unwilling creature can make a wisdom saving throw to resist this effect. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the mimicry ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Malevolent Obsession

Mimicry
Prerequisite: 5th Level


You can use your action to present an inanimate object of 5lbs or less to a creature you can see within 30 feet, the target must succeed on a Wisdom saving throw or become charmed for up to 1 minute, or until you or your allies do anything to harm them.

While charmed this way the creature becomes obsessed with attaining the presented object and will attack anyone who gets between them and their possession of it. The charm ends if they retain possession of the item for a whole turn or if they succeed on a Wisdom saving throw repeated at the end of each turn.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Moonflute

Mimicry
Prerequisite: 5th Level


As an action you sing a ravenous melody sending those who hear it into a bloodthirsty frenzy. All creatures that can hear your song within 30 feet of you must make a Wisdom saving throw. On a failed save affected creatures gain double their movement speed and gain an additional action until the end of your next turn. Creatures affected by this mimicry can only take the attack action.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Pixie Dust

Mimicry
Prerequisite: 5th Level


You can release a small puff of pixie dust towards a creature adjacent to you. The creature must succeed on a Constitution saving throw, or fall asleep for 1 minute. The creature is unconscious for the duration, however it wakes if it takes any damage or if another creature uses its action to shake the sleeper awake.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Pocket Dimension

Mimicry
Trait
Prerequisite: 5th Level


You possess access to a demiplanar pocket roughly 64 cubic feet in size, which can hold up to 500lbs, resembling the interior of a bag or backpack inside. You can stow or obtain inanimate objects that aren't being worn or carried as an action by touching them, the object vanishing from sight or appearing in your hand (or an empty adjacent square if it is too large to hold) as appropriate. If the pocket is overloaded, it is ruptured and destroyed as its contents are scattered in the Astral Plane. Only after 24 hours will the pocket mend and restores itself, ready for use once more. If you are slain, or this mimicry is no longer memorized, all the contents of the pocket dimension spill out manifesting around you unharmed in the nearest open space.

Ram's Voice

Mimicry
Prerequisite: 5th Level


You can use your action to let out a sharp roar audible up to 300 feet in all directions followed by icy winds that ripple outward. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Song of Torment

Mimicry
Prerequisite: 5th Level


You can use your action to sing a magical melody, a malicious enchantment. It ensnares the listener's spirit, inducing phantom pain that soon becomes physical as the body struggles to process the mind's trauma. Every creature that can hear while you concentrate on singing as if concentrating on a spell within 30 feet of you must make a Wisdom saving throw. On a failed save a creature takes 3d6 psychic damage when it starts its turn and cannot take reactions while it is affected by the song. They can repeat their saving throw at the end of each turn, ending the effect on themselves on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Time Slip

Mimicry
Prerequisite: 5th Level


You can use your action to create a debilitating distortion of time around a creature. Select a creature you can see within 30 feet to make a Constitution saving throw. On a failed save, the creature is temporarily subjected to old age for up to 1 minute.

For the duration their speed is reduced by 10 feet, they must roll a d4 and subtract the result from each Strength, Dexterity, or Constitution saving throw or ability check, and they can neither charm others or be charmed. They can repeat the saving throw at the end of each turn, ending the effect on themselves on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Weapon of Legend

Mimicry
Trait
Prerequisite: 5th Level
Exclusivity: You can only memorize one Weapon mimicry at a time


Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 force damage.

Bestial Mimicry [7th Level+]

Displacement

Mimicry
Trait
Prerequisite: 7th Level



You project a magical illusion that makes it appear that you are standing near your actual location, causing attack rolls against you to be made with disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted when you are unconscious or dead.

Fey Charm

Mimicry
Prerequisite: 7th Level


You can use your action to target a humanoid or beast you can see within 30 feet. If the target can see you, it must make a Wisdom saving throw or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way possible.

Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour, or until you are slain, on a different plane of existence from the target, or end the effect as bonus action. If the target's saving throw is successful, the target is immune to your fey charm for 24 hours.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Multicast

Mimicry
Prerequisite: 7th Level



As an action you fire a volatile series of 1d4 + proficiency bonus elemental missiles. Make a ranged Mimicry attack against any creatures within 60-feet of you. Each missile deals 1d6 damage. Roll 1d4 paired with each missile to determine its damage type.

1. Fire

2. Cold

3. Lightning

4. Thunder

You can direct the missiles at the same target or at different ones. Make a separate attack roll for each missile.

Pond Chorus

Mimicry
Prerequisite: 7th Level


You can use your action to call upon mischievous fey energies and target a creature within 60 feet of you. The target must succeed on a Wisdom saving throw or be transformed into a frog as if affected by a polymorph spell cast without spending a spell slot or using material components for up to 1 hour. You must concentrate on the effect for the duration.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Sense Magic

Mimicry
Trait
Prerequisite: 7th Level


You sense magic within 30 ft of you at will. The trait otherwise works like detect magic but isn't magical itself

Spell Vitalization

Mimicry
Prerequisite: 7th Level


As a reaction when a spell of 1st level or higher is cast within 30 feet, you can siphon some of the magic to enhance yourself. You can move up to twice your speed without provoking attacks of opportunity, then make a melee weapon or unarmed attack.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [11th Level+]

Chilling Gaze

Mimicry
Prerequisite: 11th Level


As an action you target one creature you can see within 30 feet of yourself. If the target can see you, the target must succeed on a Constitution saving throw against this mimicry or take 6d8 cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.

Once you use this mimicry, you can't use it again until you finish a long rest.

Discordant Song

Mimicry
Prerequisite: 11th Level


As an action you shriek a cacophony of magical sounds. Each humanoid within 120 feet of you must succeed on Wisdom saving throw or be frightened of you until the song ends. A frightened creature takes 3d6 psychic damage at the start of its turn while you are singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Discordant Song for the next 24 hours. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated or die.

Once you use this mimicry, you can't use it again until you finish a long rest.

Jade Shot

Mimicry
Prerequisite: 11th Level


As an action you fire a beam of arcane energy in a 300-foot line that is 5-feet wide. Make a ranged Mimicry attack against the first creature it comes in contact with. On a hit the target takes 7d12 force damage and the beam pierces them allowing you make an attack roll against the next target it comes in contact with, the beam deals 1d12 less damage for each subsequent target and stops traveling whenever you fail an attack roll or after its damage is reduced to 0d12.

Once you use this mimicry you can't do so again until you complete a long rest.

White Wind

Mimicry
Prerequisite: 11th Level


As an action you unleash a buffet of restorative winds healing all creatures of your choice within 30-feet of you an amount equal to your current hit points.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Legendary Mimicry

Being Mortal

Mimicry
Prerequisite: 15th Level
Exclusivity: You can only memorize one Death mimicry at a time


When you drop to 0 hit points you can use your reaction to burst into a flash of bright vibrant lights. All creatures within 60-feet of you must make a Constitution saving throw, if they fail, the target takes 6d8 radiant damage and is blinded until the start of your next turn. On a success they take half damage and are not blinded. If a creatures drops to 0 hit points as a result of this reaction their body is disintegrated and a plant blooms in its place, you recover 5 hit points for every plant that blooms. Whenever a creature moves onto a space within 5 feet of the plant it explodes into a flash of bright lights. All creatures within 10-feet of the plant must make a Dexterity saving throw, taking 2d8 radiant damage on a failed save or half as much on a success.

Once you use this mimicry, you can't use it again until you finish a long rest.

Petrifying Gaze

Mimicry
Prerequisite: 13th Level


You can use your action to emit unearthly light from your eyes for up to 10 minutes, concentrating as if on a spell. While in this state, if a creature starts its turn within 30 feet of you and you can see each other, you can force the creature to make a Constitution saving throw provided you aren't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned to stone and Petrified for the duration.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.

If you maintain your concentration on this mimicry for the entire possible duration, creatures that are petrified remain so until the effect is removed.

Once you use this mimicry, you can't use it again until you finish a long rest.

Reflective Carapace

Mimicry
Trait
Prerequisite: 15th level


Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6 you are unaffected and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Serpentine Soul

Mimicry
Prerequisite: 15th Level


You use your action to call upon the power of the serpent in your inner beast, manifesting two additional snake-like heads for up to 1 minute while you concentrate. For the duration, you gain the following qualities and actions:

Multiple Heads. While you have more than one head, you have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. If you take 25 or more damage in a single turn, one of your heads dies. If all of your serpent heads die the mimicry ends early.

At the end of your turns, you grow two new serpent heads for each head that died since your last turn, unless you have taken acid or fire damage since your last turn. You regain 10 hit points for each head regrown this way.

Reactive Heads. For each head you have beyond one, you gain an additional reaction that can be used only for opportunity attacks that deal 1d8 damage on a hit.

Multiattack. You can use your action to make one bite attack with each of your serpent heads. Each head has a 10 foot reach, strikes with a melee Mimicry attack that deals 1d8 piercing damage on a hit.

Once you use this mimicry, you can't use it again until you finish a long rest.

Shroud of Light

Mimicry
Prerequisite: 15th Level


You call upon the power of the Seelie court as an action, drawing a veil of protection over an area, a number of miles in diameter equal to your Intelligence modifier. Each creature and object of your choice in the area become magically invisible for up to 1 hour, and you must concentrate on the effect for the duration. Anything worn or carried by the affected creatures also becomes invisible as long as it is on the target's person, however the invisibility ends for them if they attack or cast a spell, or move beyond the range of your veil.

Once you use this mimicry, you can't use it again until you finish a long rest.

Swallow Whole

Mimicry
Prerequisite: 15th Level



You magically transform your maw, expanding it to make a melee Mimicry attack against an adjacent creature. On a hit the target takes 4d10 piercing damage and if they are Large or smaller they must succeed on a Dexterity saving throw or be swallowed whole, disappearing into your body.

Your form remains unchanged, however the swallowed creature is plunged into a dimensional pocket that mirrors your stomach, and you take any damage the pocket sustains. The swallowed creature within is blinded and restrained, and takes 6d6 Acid damage at the start of each of your turns.

If the pocket takes 30 damage or more on a single turn from a creature inside, you must succeed on a Constitution saving throw against your own Mimicry DC at the end of the turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained and can escape by using 20 feet of movement, exiting you prone.

You can swallow a number of creatures equal to your Constitution modifier (minimum 1) at a time. When the pocket is full you are unable to swallow the creature and it automatically succeeds on the Dexterity saving throw.

Veil of Shadow

Mimicry
Prerequisite: 17th Level


You call upon the power of the Unseelie court as an action, enveloping a 120ft radius sphere centered on your position in nightmarish shadows for up to 1 minute. The shadows spread around corners, and creatures of your choice who enter the mimicries area for the first time on a turn, or start their turn there must succeed on a Wisdom saving throw or become cursed while they remain in the area.

A cursed creature's speed is halved, they suffer an effect from the short-term madness table while affected, and take 4d8 necrotic damage if they end their turn in the area.

Once you use this mimicry, you can't use it again until you finish a long rest.

Natural Mimicry

It takes a fool to underestimate the adaptability of Beasts and Plants. Civilization may have carved our spot out of the land, but nature is an insidious foe, ever adapting, changing, and evolving - as any druid or ranger will warn those who listen. There are few inner beasts quite so ferocious as those offered by nature, and with generations of practice behind them there are few better suited to the art of survival. This field aims to get ahead of the curve and learn what nature has to offer, before it outdoes us.


Bestial Mimicry

Adaptive Camouflage

Mimicry
Trait


You can use your bonus action to alter your skin and hair colour to more closely match the environment around you for up to 10 minutes, granting you advantage on Dexterity (Stealth) checks made for the duration.

Athletic Endurance

Mimicry
Trait


When you travel long distance your inner beast works in unison with those around you to go further. You and your allies have advantage on Constitution saving throws against exhaustion from pushing a forced march, and cover an additional mile per hour when you do.

Barbed Hide

Mimicry
Trait


You can protrude or retract your barbed hide with a bonus action. At the start of your turn, you deal 1d10 piercing damage to any creature grappling you.

Celerity

Mimicry
Trait


While not wearing armor or using a shield, your walking speed is increased by 10 feet. You may dash as a bonus action. When you dash, difficult terrain doesn't cost you extra movement on that turn.

Danger Sense

Mimicry
Trait


You can tap into your inner beast's heightened natural senses. While you aren't incapacitated, blinded, or deafened you have advantage on Dexterity saving throws.

Deadly Maul

Mimicry
Prerequisite: Nature's Gift


You can use your action to jump up to 15 feet as part of your movement, landing on another creature who must make a Dexterity saving throw or fall Prone. On a successful save they do not fall prone, and are instead moved 5 feet to the nearest unoccupied adjacent square. You can then attack them with your nature's gift.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Extraordinary Leap

Mimicry
Trait


Your long jump distance is tripled; each foot of walking speed spent on the jump allows you to jump 3 feet.

Fledgeling Wings

Mimicry
Trait


Your beast has unlocked the secret of flight. You gain a fly speed equal to your walking speed, you can decide on the appearance of your wings and when/how they manifest, though you can only fly in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can't be wearing medium or heavy armor.

Hedge Wisdom

Mimicry
Trait


You are granted insight into nature, bestowing upon you the following benefits:

  • You become proficient with the Herbalism Kit
  • You become proficient in the Nature or Medicine skill, if you are already proficient in nature you may select another
  • You have advantage on Intelligence (Nature) checks to identify a plant, flower, or other type of flora

Keen Senses

Mimicry
Trait


Your beast's primal senses hone and magnify your qualia, allowing you to make Wisdom (Perception) checks with advantage.

Mighty Charge

Mimicry
Prerequisite: Nature's Gift (Bludgeoning Weapon)


You can use your action to charge up to your speed straight towards a target and make an attack with your nature's gift. On a hit, you deal 1d10 bonus bludgeoning damage, and the target must make a Strength save or be pushed back 10 feet and knocked prone.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Natural Projectiles

Mimicry
Trait


You sprout 12 sharp needles, spines or another organic projectile which you can shoot at targets as a natural ranged weapon with the Ammunition (range 20/80) property. You are considered proficient with the weapon, and can fire your projectiles making a ranged attack as normal. On a hit the target takes 1d10 + your dexterity modifier + your proficiency bonus piercing damage

Your projectiles regrow after a long rest up to a maximum of 12 total.

Nature's Gift

Mimicry
Trait


When you select this mimicry, choose a natural melee weapon attack such as a beak, bite, claw, fist, gore, hooves, slam, tail, talons, tusk, ram etc. While memorized, you grow any necessary physiology but the gift provides no additional benefit (Eg. you might choose wings to gain a wing attack, but you can't fly with them). You are also considered proficient with the weapon, it uses your strength modifier for attacks and damage and deals 1d8 damage + your strength modifier + your proficiency bonus of the appropriate type for the weapon - bludgeoning, piercing or slashing.

Once you choose a natural weapon it becomes fixed, however you can learn this mimicry multiple times choosing a different natural weapon each time, and each of which must be memorized separately.

Piercing Roar

Mimicry
Exclusivity: You can only memorize one Roar mimicry at a time


You can use your action to unleash an ear piercing roar audible up to 100 feet. Each creature within 30 feet of you must make a Constitution saving throw or flinch, unable to move until the end of their next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Savage

Mimicry
Prerequisite: Nature's Gift (Slashing Weapon)


You can use your action to rabidly attack in all directions. Make a melee attack against all adjacent creatures of your choice with your nature's gift weapon.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Tunneler

Mimicry
Trait


Your inner beast grants you the knowledge of the burrower. You gain a burrowing speed equal to your walking speed, and when you use it, you leave a 5ft wide tunnel in your wake.

Web Crawler

Mimicry
Trait


You are able to use the delicate step of the spider to ignore movement restrictions on webs. Additionally, you know the location of other creatures in contact with a web while you're in contact with it.

Wing Attack

Mimicry
Trait
Prerequisite: Fledgling Wings


You can use your wings to maneuver yourself from deadly situations. With a strong flap of them, creatures in 10 feet of you must make a Strength saving throw or be pushed 10 feet away from you. You can then move up to half your fly speed.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [5th Level+]

Booming Roar

Mimicry
Prerequisite: 5th level
Exclusivity: You can only memorize one Roar mimicry at a time


You can use your action to unleash a thunderous roar audible up to 500 feet releasing a pressure wave in all directions. Each creature in 30 feet of you must make a Constitution saving throw or become Deafened for 1 minute. A deafened creature can repeat its saving throw at the end of each turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Engulf

Mimicry
Prerequisite: 5th level


You can call on nature to ensnare a foe. As an action while you have a medium or smaller creature grappled, you envelop it with vines, plants and overgrowth for up to 1 minute or until the grapple is broken. The creature becomes blinded, restrained, and unable to breathe, and must succeed on a Constitution saving throw at the start of each turn or suffer 3d6 bludgeoning damage until the grapple ends. If you move, the engulfed creature moves with you. You can only have one creature engulfed at a time.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Dreadful Resilience

Mimicry
Prerequisite: 5th level



As a reaction when you take an amount of damage equal or greater than half your maximum hit points and survive, you can threaten your enemies. Foes who see and hear you in 30 foot must make a Wisdom saving throw or become Frightened of you for up to 1 minute, repeating the saving throw at the end of each turn.

Electrogenesis

Mimicry
Trait
Prerequisite: 5th level


Your electrogenic nature allows your inner beast to discharge electrical currents. You gain the following qualities and actions:

Electroreception While submerged in water you can detect any creature in the same body of water within 60 ft of you through electrical receptors in your skin.

Jolt As an action you can blast a lightning bolt at any creature you can see within range (60 feet). Make a ranged Mimicry attack. On a hit the target takes 2d6 lightning damage. This attack can ignite flammable objects.

Lightning Touch When you make a melee attack you can choose to use your bonus action to add 1d12 lightning damage to the attack.

Hundred Needles

Mimicry
Prerequisite: 5th Level


You can use your action to magically unleash a vicious barrage of projectiles in a 15-foot-radius sphere centered on you. Each creature in the area must succeed on a dexterity saving throw or suffer 5d6 piercing damage, and become poisoned. A poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save a creature takes half damage and isn't poisoned.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Juvenile Wings

Mimicry
Trait
Prerequisite: Fledgling Wings, 5th Level


Your wings are growing stronger each day and you are becoming more proficient with using them. You no longer fall to the ground if you end your turn in the air, and your fly speed increases by 15 feet.

Rampage

Mimicry
Trait
Prerequisite: 5th level



Once per turn when you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a melee weapon attack.

Schiltron

Mimicry
Prerequisite: 5th level


As an action you cloak yourself in a thick spiky carapace. For 1 minute you have resistance to non-magical piercing, slashing and bludgeoning damage. In addition whenever a creature within 5 feet of you hits you with a melee attack they take 1d8 piercing damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Toad Oil

Mimicry
Prerequisite: 5th level


As an action you cover yourself in a greasy natural oil for 1 minute. You have advantage on saves and checks against grapples and the restrained condition. Additionally while you're covered in oil you gain a vulnerability to fire damage and every time you use a mimicry, spell, or make an attack that deals fire damage you deal double the fire damage but combust into flames and take damage equal to half the damage dealt. This damage can't be reduced in any way.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Wind Cutter

Mimicry
Prerequisite: 5th level


As an action you unleash a blast of wind at high velocity in a 30-foot cone. Each creature in that area must make a Strength saving throw. On a failed save the creatures takes 3d12 Slashing damage and is knocked back 10-feet. On a successful save the creature takes half as much damage and isn't knocked back.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [7th Level+]

Echolocation

Mimicry
Trait Prerequisite: 9th level


Gain blindsight up to 30ft (cannot be used while deafened)

Exuviation

Mimicry
Prerequisite: 9th level


Select up to four creatures you can see within 30 feet. You can end one condition afflicting each creature you target. The conditions can be blinded, deafened, diseased, paralyzed or poisoned.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Final Sting

Mimicry
Prerequisite: 9th level


You channel your own living essence into power and attack a nearby target. Select a creature within 10 feet of you. That creature makes a Dexterity Saving throw. On a failed save, the creature takes force damage equal to your current Hit Points, half on a failure. After this damage is dealt, your current Hit Points are reduced to 1.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Green Blooded

Mimicry
Trait
Prerequisite: 7th Level



Your beast has unlocked the secrets of regeneration. You can re-attach severed limbs immediately by holding it to the stump, or re-grow a lost limb after 2 minutes. Additionally, when you spend Hit Dice during a short rest you restore an additional number of hit points equal to your proficiency bonus. You also gain the following action:

Regenerate You can use your bonus action to stimulate your natural healing ability, for 1 minute you regain 1d6 hit points at the start of each of your turns.

Once you use this ability you can't use it again until you finish a short or long rest.

Invoke Rage

Mimicry
Prerequisite: 7th level


You can use your action to release a potent burst of targeted pheromones. Creatures of your choice in a 10- foot radius use their reaction to make a melee weapon attack. If the attack reduces a creature to 0 hit points, they can move up to half their speed and make another melee attack.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Mature Wings

Mimicry
Trait
Prerequisite: Juvenile Wings, 9th Level


You have become fully accustomed to your wings and they have grown to full strength. Your flying speed increases by 15 feet, you can carry another creature while flying at half speed, and you can fly while wearing medium armor.

Pollen Puff

Mimicry
Prerequisite: 9th level


You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 3d12 poison damage and become poisoned until the end of their next turn. On a success, the targets takes half as much damage and are not poisoned.

The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Tingle

Mimicry
Prerequisite: 7th level


As an action you you fire a streak of golden lightning towards a creature you can see within 60 feet. Make a ranged Mimicry attack against the target. On a hit the target takes 4d8 lightning damage. Whether the attack hits or not you feel a tingling sensation that energizes you. You have advantage on all attack rolls, ability checks and saving throws until the end of your next turn.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Ultravibration

Mimicry
Prerequisite: 7th level


you generate an ultrasonic wave which violently ripples visibly through the surrounding air. creatures that are within 15 feet of you must make a constitution saving throw or take 5d8 thunder damage on a failed save or half as much on a successful save. If a creature is incapacitated, paralyzed, restrained or stunned they make the saving throw with disadvantage and take an additional 5d8 thunder damage if they fail the save. If a creature is petrified they automatically fail the save and take the maximum amount of damage (80 thunder damage) as they shatter with dramatic force.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Venomous Beast

Mimicry
Prerequisite: Nature's Gift (Piercing Weapon) or Natural Projectiles, 7th Level


You can infuse a piercing natural weapon with an injury poison using your bonus action, which lasts for up to 1 minute. On a successful hit you deal an additional 1d4 poison damage, and the target must succeed on a Constitution saving throw or become Poisoned until the end of their next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Legendary Mimicry

10,000 Needles

Mimicry
Prerequisite: 13th Level


You can use your action to magically unleash a vicious barrage of projectiles in a 30-foot-radius sphere centered on you. Each creature in the area must succeed on a dexterity saving throw or suffer 10d6 piercing damage, and become poisoned. A poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save a creature takes half damage and isn't poisoned.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Agony Ichor

Mimicry
Prerequisite: 13th Level


As a bonus action you can infuse a natural weapon with a debilitatingly painful injury poison for up to 1 minute. On a successful hit the target must make a Constitution saving throw or become Poisoned for 1 minute, repeating their saving throw at the end of each turn. While poisoned this way they are unable to concentrate on spells due to the intensity of the pain.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bad Breath

Mimicry
Prerequisite: 11th Level


You can produce a noxious miasma of magical pollution as an action on your turn, releasing a gout of the fetid mist in a 30 foot cone. Each creature in the area must succeed on a Constitution saving throw or become cursed for up to 1 minute. While cursed this way a creature suffers the following afflictions:

  • The creature is Blinded and Poisoned.
  • The creature must roll 1d10 to act at the start of its turns, as per a confusion spell.
  • Their speed is halved, and they can only use an action or a bonus action, not both.
  • They shrink, and their size is reduced by one category causing disadvantage on Strength saving throws, and 1d4 less damage than normal (minimum 1).

At the end of each turn the creature can repeat the saving throw and end one of the listed afflictions from the curse. The curse ends if all the afflictions are recovered from, or the duration ends.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Assault

Mimicry
Prerequisite: Nature's Gift, 11th Level


You can use your action to move up to your speed without provoking attacks of opportunity and make an attack with a nature's gift weapon against each creature you move past. If an attack misses your movement ends where you are until the start of your next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Stunning Roar

Mimicry
Prerequisite: 17th Level
Exclusivity: You can only memorize one Roar mimicry at a time


You can use your action to unleash a roar that rattles a creature's inner beast, audible up to 300 feet. Each creature in 30 feet of you must make a Constitution saving throw or become Stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Primordial Mimicry

Dragons and Elementals existed long before the mortal races graced the material plane, and their inner beasts are well versed in the art of manipulating the energies of the world that forged them. It is this ancient art that primordial mimicry seeks to replicate, from manifesting and controlling the elements, to becoming one with them, there is much power to be gained from this field of study. The primary challenge however is that it is equally one of the most perilous fields to research as well.

Bestial Mimicry

Chromatic Lens

Mimicry


As a bonus action when you use a mimicry or spell that inflicts Acid, Cold, Fire, Lightning, or Poison damage, you can change the energy to any of the other types listed here. The damage type can be changed after rolls are made but before the results are announced.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Cinder Blast

Mimicry


As an action you exhale a blast of hot cinders in a 15ft cone, each creature in the area must make a Dexterity saving throw or become blinded until the start of your next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Dracolore

Mimicry
Trait


You are granted the ancient lore of the draconic scribes, blessing you with the following features:

  • You can speak, read, and write the Draconic language
  • You become proficient in the History skill, if you are already proficient in history you may select another
  • You have advantage on Intelligence (History) checks to identify individual dragons, and their territorial claims.

Elemental Body

Mimicry


You can use your action to suffuse your body with elemental energy for 1 minute. While under this effect, you have access to one of the below listed benefits, depending on the chosen element, and a creature that touches or hits you with a melee attack while within 5 feet of you takes 1d4 of the elemental type's damage.

Acid Body. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If the penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage.

Cold Body. You produce an aura of cold in a radius of 5 feet around you. At the start of your turn, all nonmagical flames in the aura are extinguished, and any creature that starts its turn in the area takes 1d4 cold damage.

Fire Body. When you hit with a melee attack, if the target is a creature or a flammable object that isn't being worn or attended, it ignites. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.

Lightning Body. When you are targeted by or included in the area of an attack that deals lightning damage, the energy is amplified by your elemental body dealing an additional 1d4 lightning damage to all targets besides yourself.

Thunder Body. You produce an aura of turbulent winds up to 10 feet around you. A creature that tries to move closer to you must spend 2 feet of movement for each foot of distance it moves towards you, and has disadvantage on Wisdom (Perception) checks made in the area. You may learn this mimicry multiple times, each time you learn it you may select one of the elements. You can only memorize one instance of this mimicry at a time.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Heart of the Dragon

Mimicry
Trait


As a reaction, when you start your turn suffering from the frightened or paralyzed conditions, you can repeat your saving throw. On a success, you set a striking example to allies in 30 feet who gain advantage on saving throws until the start of your next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Hide of the Ancients

Mimicry
Trait


Your body is covered in draconic scales, granting you 1AC.

Ice Skate

Mimicry
Prerequisite: Snowshoes


As a bonus action you can leave a trail of rime and frost where you step. Until the end of your current turn, each square you move into becomes icy difficult terrain for up to 1 minute. The ice can also be melted prematurely by any source of magical flame.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Lightning Backlash

Mimicry


As a reaction when you take damage from a melee weapon attack, you can unleash a burst of lightning at the attacker. They must succeed on a Dexterity saving throw or suffer 2d6 lightning damage.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Mud Breath

Mimicry


You can use your action to spit a large globule of hot sticky mud at one creature you can see in 60 feet that is Large sized or smaller. The target must make a Dexterity saving throw or become restrained for 1 minute, repeating the saving throw at the end of each of its turns, and freeing itself on a success.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Olach Morrah

Mimicry
Trait


By meditating for 10 minutes, you are able to become one with the earth, Petrifying yourself. While petrified in this way you are restrained, and can only perceive via tremorsense up to 60 feet around you. You can restore yourself at any time as an action.

Primal Erudition

Mimicry
Trait


Your inner beast grants you ancient knowledge of the elementals. You gain the following features:

  • You can speak, read, and write the Primordial language
  • You have advantage on Wisdom (Insight) checks to discern the behavior of Elementals
  • You have advantage on Wisdom (Survival) checks to navigate and wayfind in both natural environments and storms

Secrets of the Horde Keeper

Mimicry
Trait


Your inner beast gains a preternatural instinct for identifying value and worth in objects. You can spend 1 minute studying a gem or art piece, after which you learn its exact value; and if it is a gemstone, you also learn what kind of gemstone it is.

Additionally, you can cast the detect magic and identify spells as rituals that do not require material components.

Snowshoe

Mimicry
Trait


You can move across or climb icy surfaces without making ability checks, and neither ice or snow cost extra movement for you to move across.

Sonic Scream

Mimicry


You can use your action to conjure thunderous energy in a 15ft cube, starting in any square adjacent to you. Each creature in the area must succeed on a Strength saving throw or take 3d6 Thunder damage and be knocked prone.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [5th Level+]

Acid Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a Constitution saving throw. taking 5d8 acid damage on a failed save, or half as much on a successful one.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Aquatic Invisibility

Mimicry
Trait
Prerequisite: 5th Level


As a bonus action while immersed in water, you can seem to disappear. While you remain underwater, don't make any attacks or cast any spells, and don't move more than 10 feet in a round, you are invisible.

Cold Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale a blast of frost in a 30-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Debilitating Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 3d10 thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Desiccating Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d6 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Disorienting Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, the creature takes 5d6 psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Earth Tide

Mimicry
Prerequisite: 5th Level


You can use your action to reach into dirt or stone underfoot and rip it up, unleashing a tidal wave of debris in a 10-foot wide, 30-foot long line. Each square in the waves path becomes difficult terrain, and each creature in its path must make a Dexterity saving throw or take 4d8 damage, and becomes buried beneath rubble. While buried, a creature is restrained and cannot stand, the only action it can take on its turn is to make a Strength check against your Mimicry DC to escape. An adjacent unburied creature can attempt to pull them free as an action making a similar check.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Energy Absorption

Mimicry
Prerequisite: 5th Level


As a reaction when you are hit by a source of Acid, Cold, Fire, Lightning, or Poison, you instead take no damage and restore a number of hit points equal to half the damage amount. You can only use this mimicry after you have been hit, but before the damage is rolled.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Fire Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Flaming Leap

Mimicry
Prerequisite: 5th Level


As a bonus action you jump through the air to an unoccupied square within 30 feet. When you land, each creature in 10 feet of the destination must make a Dexterity saving throw or take 2d8 fire damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Frigid Shield

Mimicry
Prerequisite: 5th Level


You can manifest a shield of ice as a reaction when you see a creature make an attack against you. The shield grants you 10 temporary hit points for up to 1 minute. If your temporary hit points are reduced to 0 as the result of taking damage, each creature in 5 feet of you takes 3d6 Cold damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Generate Charge

Mimicry
Prerequisite: 5th Level


You can use your action to start building an electrical charge in your body that continues to grow for the next minute. While active, you can use your bonus action on each turn to discharge the lightning at a target, and if the target is a creature you can make a ranged Mimicry attack (range 120 feet), dealing 3d8 lightning damage on a hit. If you fail to discharge the lightning this way by the end of each turn for the duration, you take the lightning damage instead.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Lightning Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, 5d10 lightning damage on a failed save, or half as much damage on a successful one.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Lightning Strikes

Mimicry
Prerequisite: 5th Level


As an action you unleash arcs of lightning at up to two creatures you can see within 60 feet of yourself. Each target must succeed on a Dexterity saving throw or take 4d10 lightning damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Pyretic

Mimicry
Prerequisite: 5th Level


You infuse a creature with debilitating heat. Select a creature you can see within 30 feet to make a Constitution saving throw. On a failed save the creature is cursed with elemental heat, and takes 4d6 fire damage whenever they take an action. They can repeat their saving throw at the end of each turn, ending the effect on themselves on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Scintillating Breath

Mimicry
Prerequisite: 5th Level


As an action you exhale a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. You then gains 5 temporary hit points by absorbing a portion of the radiant energy.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Self Destruct

Mimicry
Prerequisite: 5th Level


Your inner beast rapidly converts your living essence into an explosive burst of flame. You sacrifice all of your remaining hit points, and creatures in a 20-foot-radius sphere centered on you must succeed at a dexterity saving throw or take 1d12 fire damage per 10 hit points sacrificed, or half as much damage on a successful save.

Once you use this mimicry, you can't use it again until you finish a long rest.

Singularity Breath

Mimicry
Prerequisite: 5th Level


As an action you create a shining bead of gravitational force in your mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 4d8 force damage, and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Stormstride

Mimicry
Prerequisite: 5th Level



As a bonus action while you are within the area of a storm (of any element), you and your equipment vanish, reappearing in any unoccupied square within the radius of the storm.

Whirlwind

Mimicry
Prerequisite: 5th Level


Each creature within 5 feet of you must make a Strength saving throw. On a failure, a target takes 4d8 bludgeoning damage and is flung up to 10 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes an additional 1d6 bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Wind Javelin

Mimicry
Prerequisite: 5th Level


You can use your action to channels the elemental power of thunder to conjure a javelin-like form of wind and rain. You hurl the javelin at a point you can see within 600 feet of you. Each creature in a 20 foot radius of the point must succeed on a Dexterity saving throw or take 3d10 thunder damage and become deafened for 1 minute, repeating the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [7th Level+]

Flametongue

Mimicry
Prerequisite: 7th Level


You can use your bonus action to channel primordial energy into a melee weapon you are wielding. For 10 minutes the weapon deals an additional 2d6 fire damage on a hit.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [11th Level+]

Blastbomb

Mimicry
Prerequisite: 11th Level


You can use your action to conjure a sudden explosion in a 20 foot cube starting in any square adjacent to you. The explosion is audible up to 300 feet. Each creature in the area must succeed on a Dexterity saving throw. On a failed save the creatures take 4d8 fire damage, 2d10 thunder damage and are knocked prone. On a successful save they take half damage and are not knocked prone.

Once you use this mimicry, you can't use it again until you finish a long rest.

Channel Storm

Mimicry
Prerequisite: 11th Level


Within the area of a storm, you can use your action to draw on its elemental power. Select a point within the storm's area up to 120ft from you, each creature in a 20ft radius of that point must make a Dexterity saving throw. A target takes 10d8 damage of the storm's elemental type on a failed save, or half as much damage on a successful one.

Storm Type Storm Element
Rain Storm Lightning
Sand Storm Bludgeoning
Snow Storm Cold
Volcanic Storm Fire

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Chelonian Gate

Mimicry
Prerequisite: 11th Level


As an action you surround yourself with a magical barrier that manifests as luminescent water for up to 1 minute. While you are protected by the barrier your speed is reduced to 0. The barrier softens the blows you take, absorbing half of all damage you take. When the barrier expires it bursts. Creatures within 10 feet of you when the barrier bursts must make a Dexterity saving throw. On a failed save the creatures take cold damage equal to the amount of damage the barrier absorbed before bursting. On a successful save they take half damage. You can use your bonus action to pre-emptively burst the barrier.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Crackling Death

Mimicry
Trait
Prerequisite: 11th Level
Exclusivity: You can only memorize one Death mimicry at a time


As a reaction, when you would be reduced to 0 hit points, you explode. Each creature within 30-feet of you must make a Dexterity saving throw, taking 8d8 damage on a failed save, or half as much damage on a successful one. The explosion destroys your body but leaves behind a tiny, warm egg with a mizzium shell. After 1d4 turns or when the egg is hit by a spell that does lightning damage you resurrect on the eggs space with 3d10 + your Constituion modifier hitpoints.

Once you use this mimicry, you can't use it again until you finish a long rest.

Hydrotwister

Mimicry
Prerequisite: 11th Level


As an action you conjure a whirling storm of air and water into existence in a 5-foot-radius, 40-foot-high cylinder centered on a point within 150-feet for up to 1 minute.

The area 10-feet around the storm is considered difficult terrain and when a creature first enters this 10-foot area or ends their turn in it they must succeed on a Strength saving throw or be knocked prone and pulled 5-feet closer to the center.

When a creature first enters the center of the storm or ends their turn in it they must make a Strength saving throw or take 3d6 Cold damage and be knocked 50-feet in the air, if some solid object (such as a ceiling) is encountered in this ascent, ascending creatures strike it just as they would during a downward fall.

If a creature makes it to the top without striking anything it remains suspended in the air until the start of their next turn, in which they will plummet to the ground, a creature falling this way may attempt to make a Dexterity saving throw to reduce the impact of the fall. On a failed save they take fall damage as normal and are knocked prone. On a successful save they take half as much fall damage and are not knocked prone.

Once you use this mimicry, you can't use it again until you finish a long rest.

Magical Gift

Mimicry
Prerequisite: 11th Level


As an action you target a creature you can see within 5 feet of you. The target gains a supernatural charm of your choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.

Once you use this mimicry, you can't use it again until you finish a long rest.

Sea Shanty

Mimicry
Prerequisite: 13th Level


As an action you send a swirling deluge of crashing water outwards in a 30-foot radius centered on you. All creatures in the area must make a Dexterity saving throw, taking 5d10 cold damage on a failed save or half as much on a successful one.

The water from the deluge burst far out into the air and creates a stormy sphere in a 60-foot radius centered on you for 1 minute. For the duration this area is considered to be a rain storm, it produces heavy precipitation in the form of rain fall, causing the area to be lightly obscured. Heavy rains extinguish open flames, and impose disadvantage on Wisdom (Perception) checks that rely on hearing.

In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls, extinguish open flames, and disperse fog, the area does not move with you.

Once you use this mimicry, you can't use it again until you finish a long rest.

Shockstrike

Mimicry
Prerequisite: 11th Level


As an action you call down a bolt from the heavens, crashing down onto a creature you can see within 60 feet. The target and any other creatures within 5 feet of it must make a Dexterity saving throw. On a failed save the creatures take 4d10 lightning damage and are stunned until the start of your next turn. On a successful save they take half the damage and are not stunned.

Once you use this mimicry, you can't use it again until you finish a long rest.

Terrifying Presence

Mimicry
Trait
Prerequisite: 11th Level
Exclusivity: You can only memorize one Aura mimicry at a time


You project an aura of daunting strength and ancient cunning. Creatures within 10 feet of you suffer a penalty to saving throws against being frightened equal to your Mimicry modifier (minimum -1) as long as you are conscious. You can use your bonus action to activate or deactive the aura.

Voltaic Fog

Mimicry
Prerequisite: 11th Level


You manifest and concentrate on a 20-foot-radius sphere of electrically charged fog centered on a point you can see within 120 feet. The fog spreads around corners, and lasts for up to 10 minutes, until you lose concentration, or until a strong wind disperses the fog. Its area is heavily obscured.

A creature entering the fog's area for the first time on a turn or starting its turn there, must succeed on a Constitution saving throw or suffer 6d8 lightning damage, or only half as much on a successful save.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Once you use this mimicry, you can't use it again until you finish a long rest.

Legendary Mimicry

Chromatic Breath Weapon

Mimicry
Prerequisite: 15th Level


You can use your action to unleash an elemental breath weapon. When you use your breath weapon you can choose it's shape and size, it can either be a 60-foot cone or a 120-foot line that is 10-feet wide. Each creature in the chosen area must make a Dexterity saving throw. On a failed save the creature takes 6d8 damage of a type of your choosing: acid, cold, fire, lightning or poison. On a successful save the creatures takes half as much damage.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Elemental Soul

Mimicry
Trait
Prerequisite: 15th Level



Your inner beast has learned to attune itself to an element. When you select this mimicry, choose one of the following damage types: acid, cold, fire, lightning, poison. Your choice becomes fixed, and when you memorize this mimicry you gain immunity to the selected damage type. You can only memorize one instance of this mimicry at a time.

Exalting Breath

Mimicry
Prerequisite: 15th Level


As an action you exhale the restoring winds of Mount Celestia in a 60-foot cone. Each creature in that area of your choice regains 13d10 hit points, and each creature healed by this mimicry are also cured of all diseases and any effect making them blinded or deafened.

Once you use this mimicry, you can't use it again until you finish a long rest.

Explosive Rebirth

Mimicry
Trait
Prerequisite: 15th Level
Exclusivity: You can only memorize one Death mimicry at a time


As a reaction, when you would be reduced to 0 hit points you recover a number of hit points equal to your level instead, and you unleash an explosion of volatile primordial flame. Each creature within 60 feet of you must make a Dexterity saving throw, taking 8d10 Fire damage on a failed save, or half as much on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

Once you use this mimicry, you can't use it again until you finish a long rest.

Living Storm

Mimicry
Prerequisite: 15th Level


You can use your action to manifest a storm around yourself for up to 1 hour. The storm manifests over 1d4 turns and is 1d6 + 4 miles in diameter. Once fully manifested it produces heavy precipitation in the form of rain or snow fall, causing the area to be lightly obscured. Heavy rains extinguish open flames, and impose disadvantage on Wisdom (Perception) checks that rely on hearing.

In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls, extinguish open flames, and disperse fog. The storm moves with you while manifested, and you can dismiss it as an action, slowly dissipating over the next 1d4 turns. A control weather spell can wrest control of the storm from you if the caster beats you in a contested spellcasting check against your spell ability check.

Once you use this mimicry, you can't use it again until you finish a long rest.

Screaming Gale

Mimicry
Prerequisite: 17th Level


You can use your action to unleash a cataclysmic blast of thunder and wind in a line that is 1 mile long, and 20 feet wide. Objects in that area take 5d10 thunder damage. Each creature in the are must succeed on a Dexterity saving throw or take 5d10 thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a dexterity saving throw or take the same damage and be knocked prone.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Sacred Mimicry

Celestials are some of the most enigmatic and rare creatures in the great wheel, yet they hold such tremendous power; Be it raw divine grace or centuries of tactical wisdom fighting against evil. It is thankful then that so many of them are benevolent, as while they are difficult to find it at least makes studying their inner beasts a safe ordeal. Sacred mimicry seeks to unravel the divine secrets to their power and while not intentionally heretical it is recommended to collectively lessen the stigma of such research by not killing celestial subjects unnecessarily.

Bestial Mimicry

Bastion Formation

Mimicry
Exclusivity: You can only memorize one Stance mimicry at a time


Your beast is blessed with the tactical knowledge of the celestials granting you the stance of the Bastion. You can use your bonus action to enter the stance until the end of your next turn. For the duration your speed is reduced to 0, you have advantage on attacks of opportunity, and foes have disadvantage on melee attacks against you.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Boon of the Postmaster

Mimicry
Trait



You have an uncanny intuition for finding specific locations and addresses in civilized settings. This intuition grants you advantage on ability checks made to navigate, find a specific address, or locate specific individuals in an urban environment.

Discern Honesty

Mimicry
Trait


You can use your action to channel divine wisdom. For 10 minutes you have advantage on Wisdom (Insight) checks to determine if a creature believes what it is saying.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Divine Will

Mimicry


As a reaction when a creature you can see within 30 feet makes an attack roll, saving throw, or ability check you can cause the roll to be made with advantage or disadvantage.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Enlightenment

Mimicry
Trait


You are gifted divine knowledge granting you the following benefits:

  • You can speak, read, and write the Celestial language
  • You become proficient in the Religion skill, if you are already proficient in religion you may select another
  • You have advantage on Intelligence (Religion) checks to identify a religion by its insignia or customs

Glorious Light

Mimicry
Trait


When you create a magical source of light it becomes empowered with celestial might, overpowering magical darkness of any level.

Guiding Winds

Mimicry



As a reaction when an ally in 30 feet of you makes a ranged weapon attack, you can supply guiding winds that help ensure their shot meets its mark, granting them advantage on the attack roll.

Pack Formation

Mimicry
Exclusivity: You can only memorize one Stance mimicry at a time


Your beast is blessed with the tactical knowledge of the celestials granting you the stance of the Pack. You can use your bonus action to enter the stance until the end of your next turn. For the duration while you are within 5 feet of two or more allies, each of you gain advantage on saving throws against being charmed or frightened.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Return to Nyx

Mimicry


You can use your action to make a corpse you can see within 30ft to burst into a shower of radiant stars leaving no trace behind. Everything it is wearing or carrying remains. Each creature within 10ft of the corpse when it bursts must succeed on a Dexterity saving throw or take 4d8 radiant damage.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Self Sacrifice

Mimicry


As a reaction when an ally within 15 feet of you is hit by an attack, you can swap places with them and take the attack in their stead.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of Truespeech: Attack

Mimicry


You can use your bonus action to utter a divine word that compels an ally within 30 feet of you to act. The target can use their reaction to make a melee attack against an adjacent foe.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of Truespeech: Defend

Mimicry


You can use your bonus action to utter a divine word that compels an ally in 30 feet of you to act. The target can use their reaction to move up to take the dodge or hide action.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of True Speech: Hold

Mimicry


You can use your bonus action to utter a divine word that aids an ally in 30 feet of you. The target gains advantage to saving throws against effects that would move them, or knock them prone.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of True Speech: Rally

Mimicry


You can use your bonus action to utter a divine word that compels an ally in 30 feet of you to act. The target can use their reaction to repeat one saving throw against an ongoing condition they are suffering.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of Truespeech: Retreat

Mimicry


You can use your bonus action to utter a divine word that compels an ally in 30 feet of you to act. The target can use their reaction to disengage and move up to their speed away from an enemy.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Word of True Speech: Forward

Mimicry


You can use your bonus action to utter a divine word that compels an ally in 30 feet of you to act. The target can use their reaction to move up to their speed towards an enemy.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [5th Level+]

Angelic Weapons

Mimicry
Trait
Prerequisite: 5th Level
Exclusivity: You can only memorize one Weapon mimicry at a time


Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 radiant damage.

Angel Snack

Mimicry
Prerequisite: 5th Level


When you consume a potion you may use your reaction to share the effects of the potion with up to six creatures of your choice within 30 feet at half its effect and duration.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Celestial Helix

Mimicry
Prerequisite: 5th Level


Make a ranged Mimicry attack against one creature you can see within 60ft. On a hit you deal 3d6 radiant damage and you can choose another creature visible within 10ft of the target. The second creature restores hit points equal to the damage dealt to the first.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Fearless Resolve

Mimicry
Prerequisite: 5th Level


As a reaction when you see an ally within 30 feet reduced to 0 hit points you can move up to your speed towards them, restoring them to 1 hit point with a touch of divine grace if you reach them. Each attack of opportunity that hits you during this movement grants your ally an additional 1d4 hit points if you touch them, as the struggle fuels your righteousness.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Voice of Life

Mimicry
Prerequisite: 5th Level


As an action you bestow 20 temporary hit points on another creature you can see within 120ft of you.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bestial Mimicry [7th Level+]

Celestial Chains

Mimicry
Prerequisite: 7th Level


As an action you target one creature you can see within 60 feet of yourself. The target must succeed on a Strength saving throw or be restrained by magical chains for 1 minute. While restrained in this way, the target can't leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Chains of Obligation

Mimicry
Prerequisite: 7th Level


You can use your bonus action to target one visible creature Charmed by you in 60 feet to make a Charisma saving throw or become Paralyzed by divine chains of law for up to 1 minute. The creature can repeat its saving throw at the end of each turn, and the paralysis ends early if the creature is harmed by you or your companions.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Eye of the Law

Mimicry
Prerequisite: 7th Level


As a bonus action, select one creature you can see in 30ft to make a Wisdom saving throw. On a failed save you learn of any laws the creature has broken in the past 24 hours, but not the details of how or under what circumstances.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [11th Level+]

Angel Whisper

Mimicry
Prerequisite: 11th Level


You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This mimicry can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Once you use this mimicry, you can't use it again until you finish a long rest.

Radiant Blast

Mimicry
Prerequisite: 11th Level


You create a flash of blinding divine energy. Each creature of your choice within 15ft of you must succeed on a Constitution saving throw. If they fail, the target takes 6d8 radiant damage and is blinded until the start of your next turn. On a save they take half damage and are not blinded.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Trumpet of Sparkles

Mimicry
Prerequisite: 11th Level


You unleash a booming trumpet sound audible to 600ft. Each creature in a 60ft cone extending from you must make a Constitution saving throw, taking 12d6 radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.

Once you use this mimicry, you can't use it again until you finish a long rest.

Legendary Mimicry

Armament of the Solar

Mimicry
Prerequisite: 17th Level


Provided both of your hands are empty, you can use your action to conjure the weapons of a mighty Solar angel. While you wield the weapons you are proficient with them, adding your Mimicry modifier to attacks and damage made with them instead of Strength or Dexterity. They remain summoned for 10 minutes, or until your concentration ends (as if concentrating on a spell).

Flying Greatsword. This +2 greatsword deals 2d6 slashing plus 2d10 radiant damage on a hit. In addition, you can release the sword to magically hover in a space within 5 feet of you. As long as you can see it, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hand. If the sword is targeted by any effect, you are considered to be holding it.

Slaying Longbow. This magical +3 longbow has a range of 150/600ft, and deals 1d8 piercing plus 2d10 radiant damage on a hit. If the target is a living creature that has 50 hit points or fewer, it must succeed on a DC15 Constitution saving throw or die.

Once you use this mimicry, you can't use it again until you finish a long rest.

Incinerating Beam

Mimicry
Prerequisite: 17th Level


You can use your action to conjure the wrath of the gods, unleashing a devastating beam of divine light in a 150-foot long, 10-foot wide line. Each creature in the area must succeed on a dexterity saving throw or suffer 20d6 radiant damage. On a success a creature only suffers half as much damage. A creature reduced to 0 hit points by this attack is disintegrated, leaving only their belongings behind.

Once you use this mimicry, you can't use it again until you finish a long rest.

Searing Burst

Mimicry
Prerequisite: 15th Level


Each creature of your choice in a 30ft radius centered on you must make a Dexterity saving throw taking 6d8 fire and 6d8 radiant damage on a failed save, or half as much damage on a successful one.

Once you use this mimicry, you can't use it again until you finish a long rest.

Supernatural Mimicry

Many are tempted by the power offered by the Undead and Fiends, but too often does acquiring their power come with the complications of a Faustian bargain and influence of their corruption. It is through the field of supernatural mimicry that these monster's noxious inner beasts can be examined safely, and their powers replicated so that future generations need not succumb to their manipulations. However, if you experience corrupting influence as a result of monsterology, please inform your nearest academy.

Bestial Mimicry

Bite of the Kindred

Mimicry
Trait



Your teeth grow into sharpened deadly fangs. You can use your fangs as a natural weapon to make a melee attack against an adjacent foe, dealing 1d6 piercing damage on a hit. You deal an additional 1d4 necrotic damage when you hit with your bite attack under the light of the full moon.

Blinding Dust

Mimicry


As a bonus action you whip up noxious dust. Creatures within 5 feet of you must make a Constitution saving throw or become blinded until the end of their next turn.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bloodthirst

Mimicry
Prerequisite: Bite of the Kindred or any bite attack


You can use your fangs to drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit you deal 1 piercing damage plus 4d6 necrotic damage, the target's maximum hit points are reduced by the amount of necrotic damage, and you regain hit points equal to the same amount. This reduction lasts until the target finishes a long rest.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Bottom Treader

Mimicry
Trait


You cannot swim, instead you sink to the bottom of water bodies. However, you stuffer no penalties to movement or attacks while underwater, and you are immune to the effects of being underwater while at a depth greater than 100 feet.

Ghost Sight

Mimicry
Trait


You can see 60 feet into the Ethereal Plane while on the Material Plane and vice-versa.

Maddening Feast

Mimicry



You can use your action to spend 1 round feasting on the corpse of a creature that died in the last minute. Each of its allies in 60 feet that can see and hear your feast must make a Wisdom saving throw or become Frightened for 1 minute, repeating their save at the end of each turn. The feast is interrupted if you are damaged or moved, however if you spend a round feasting without interruption you regain 2d10 hit points.

Pale Blessing

Mimicry
Trait


Undead that you create are bolstered by your inner beast's necromantic attunement. When you create undead their hit point maximum is increased by an amount equal to your mimic level, they add your proficiency bonus to weapon damage rolls, and they have advantage on saving throws against effects that turn undead.

Pest Shapes

Mimicry
Prerequisite: Vermin Form


Your inner beast can tap into the forms of other pests, granting you additional options when taking on a vermin form. You can now become a bat, fly, spider, or snake instead.

Raxivort's Tongue

Mimicry
Trait


You can communicate with bats, rats, giant bats, and giant rats. The knowledge and awareness of many such beasts are limited by their intelligence, but at a minimum can give you information about nearby locations, monsters, and whatever they have perceived in the past day. You might be able to persuade them to perform a small favor for you at the DM's discretion.

Shadow Blend

Mimicry
Trait



While in dim light or darkness you can use a bonus action to sink into the shadows for up to 10 minutes, granting you advantage on Dexterity (Stealth) checks made for the duration. This advantage ends early if you are exposed to light.

Shadow Dance

Mimicry


You can use a bonus action to step into a square of dim light or darkness, and teleport to another square of dim light or darkness within 60 feet of your original position.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Soul Weapon

Mimicry
Trait



Your inner beast can shape and manifest your essence into a weapon to wield against your enemies. You can use your action to create a soul weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it and you can choose to use your Mimicry modifier instead of Strength or Dexterity for the attack and damage rolls. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your soul weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your soul weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your soul weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your soul weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

Swarm Shapes

Mimicry
Trait
Prerequisite: Vermin Form



Your inner beast can spread your essence over a multitude of smaller forms when you use vermin form. You can now become a swarm of bats, rats, insects, or spiders instead.

Vermin Form

Mimicry


You can use your action to transform yourself into a rat for up to 1 hour, until you drop to 0 hit points, or until you revert as an action. While transformed your equipment merges as part of your rat form and you cannot activate, use or otherwise benefit from your equipment. You use the physical ability scores of the rat, but retain your mental scores, memories, alignment, and personality.

When you revert to normal, you return to the number of hit points you had before you transformed, and if you revert as a result of dropping to 0 hit points any excess damage is carried over to your normal form. As long as the excess doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [5th Level+]

Children of the Night

Mimicry
Prerequisite: 5th Level


Provided the sun isn't up you can use your action to magically call 2d4 swarms of bats or rats to aid you. While outdoors you can call 2d4 wolves instead. The creatures arrive in 1d4 rounds, acting as your allies and obeying spoken commands, as long as you are concentrating as if on a spell. The beasts remain in your service for 1 hour, until you lose concentration, until you are slain, or until you dismiss them as a bonus action.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Cloak of Shadows

Mimicry
Prerequisite: 5th level


As a bonus action you emit a smokey shroud that wraps around your body for up to 5 minutes. Until the mimicry ends you are considered to be heavily obscured by magical darkness. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Death Scream

Mimicry
Trait
Prerequisite: 5th Level
Exclusivity: You can only memorize one Death mimicry at a time


If you are reduced to 0 hit points, you release an unearthly shriek that rapidly withers and rots organic material in 10 feet of you. Any creatures in this radius must make a Constitution saving throw or take 7d10 necrotic damage and become Stunned until the end of their next turn.

Once you use this mimicry, you can't use it again until you finish a long rest.

Devil's Sight

Mimicry
Trait
Prerequisite: 5th Level



You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Devil's Tail

Mimicry
Trait
Prerequisite: 5th Level



You gain a devilish tail with a stinger at its end which can be used as a natural melee weapon that you are proficient, you can use either Strength or Dexterity as you ability modifier for this weapon, it has a reach of 10ft and deals 4d6 piercing damage. You also gain access to the following special attack:

Infernal Wound. As a bonus action when you make an attack with your devil's tail, you load your stinger with an infernal poison. On a hit the target must make a Constitution saving throw or suffer an infernal wound. While wounded this way the target loses 1 hit point at the start of each turn, and each additional infernal wound suffered by the same creature increases the hit point loss each turn by 1.

The creature can staunch all infernal wounds with a Wisdom (Medicine) check against your Mimicry save DC, or by receiving any amount of magical healing.

Hellish Weapons

Mimicry
Trait
Prerequisite: 5th level
Exclusivity: You can only memorize one Weapon mimicry at a time


Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d4 poison damage. A creature struck by your Hellish weapon must make a constitution saving throw or become poisoned for 1 minute.

Necromancer's Tack

Mimicry
Prerequisite: 5th Level



You manifest spurs of bone that jut from your heels. You can use your action to summon a warhorse skeleton to serve as your steed. The warhorse appears in an unoccupied space within 30 feet of you, and serves as your mount both in and out of combat.

When the warhorse drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the steed at any time as an action, causing it to disappear. In either case, you can summon the same warhorse, restored to its hit point maximum. You can't have more than one steed at a time using this mimicry.

Spellplague

Mimicry
Prerequisite: 5th Level


You can infuse a melee weapon with disrupting necrotic injury poison as a bonus action for up to 1 minute. If you hit a creature with your infused weapon, the target is poisoned for up to 1 minute. While poisoned this way, if the creature tries to cast a spell they must make a constitution saving throw. On a failure the creature takes 1d8 necrotic damage for each level of the spell they tried to cast, the spell fails, and the slot is wasted. On a success, the spell is cast normally. A poisoned creature can repeat its saving throw at the end of each turn, ending the effect on itself on a success.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Whirlwind of Sand

Mimicry
Prerequisite: 5th Level


You can use your action to magically transform into a whirlwind of sand, move up to 60 feet, and revert back to your normal form. While transformed, you are immune to all damage, and can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by you remain in your possession.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bestial Mimicry [7th Level+]

Death Burst

Mimicry
Trait
Prerequisite: 7th Level


Whenever you fail a saving throw flames erupt from you, creatures within 10 feet of you must make Dexterity saving throw or take 2d6 fire damage. Flammable Objects that are not being carried or worn in the are are ignited.

Deathtongue

Mimicry
Prerequisite: 7th Level


You can use your bonus action to channel negative energy into a melee weapon you are wielding. For 10 minutes the weapon deals an additional 2d6 necrotic damage on a hit.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Etherstep

Mimicry
Prerequisite: 7th Level


You can use your bonus action to momentarily shift through the ethereal plane, moving up to your speed in any direction, moving through creatures and objects as if they were difficult terrain. If you end this movement inside an object or creature, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved.

You can use this mimicry a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Flame Aura

Mimicry
Trait
Prerequisite: 7th Level
Exclusivity: You can only memorize one Aura mimicry at a time


Any creature that starts their turn within 5 feet of you takes 1d6 fire damage. If any creature touches you or hits you with a melee attack they take 1d6 fire damage. Flammable objects that are not being worn or carried are ignited. You can emit or dispel the aura with a bonus action.

Lifebreak

Mimicry
Prerequisite: 7th Level


You draw upon your pain to inflict that which was dealt to you onto others. You make a melee Mimicry attack against a creature you can see within 5 feet of you. On a hit the creature takes necrotic damage equal to the difference between your maximum hit points and current hit points.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Life Drain

Mimicry
Prerequisite: 7th Level


You can use your action to make a melee weapon attack surging with negative energy. On a hit, you deal 4d8 bonus necrotic damage, and the target must succeed at a Constitution saving throw or reduce their maximum hit points by the amount of bonus necrotic damage dealt.

Once you use this mimicry, you can't use it again until you finish a short, or long rest.

Living Shadow

Mimicry
Trait
Prerequisite: 7th Level



You become one with the shadows, whenever you are in dim light or darkness, you gain resistance to non-magical bludgeoning, piercing and slashing damage.

Razing Touch

Mimicry
Trait
Prerequisite: 7th Level



Your unarmed strikes have a reach of 10 feet and deal an additional 1d8 Acid damage as your arms and or fingers grow to spear your enemies, you gain temporary hit points equal to the bonus acid damage dealt.

Umbral Vortex

Mimicry
Prerequisite: 7th Level, Shadow Dance



As a reaction when you shadow dance you can use shadow magic to pull in nearby matter and release a harmful pulse. Each creature in a 15 foot radius of the square you leave must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much on a successful one.

You can bring along objects as long as their weight doesn't exceed your carrying capacity. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this mimicry, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

Bestial Mimicry [11th Level+]

Atrophy Aura

Mimicry
Trait
Prerequisite: 11th Level
Exclusivity: You can only memorize one Aura mimicry at a time


You project a sickening aura causing creatures nearby to feel nauseous and tired. Creatures within 10 feet of you suffer a penalty to constitution saving throws equal to 1d4 as long as you are conscious. You can emit or dispel the aura with a bonus action.

Reanimator

Mimicry
Trait
Prerequisite: 11th Level, Life Drain



When you kill a creature using your life drain, you leave the corpse charged with negative energy that gradually builds until it reanimates them as an undead under your control. The process takes 24 hours, and you can have a maximum of 8 zombies under you control this way.

Soul Rend

Mimicry
Prerequisite: 11th Level


As an action you create a vortex of life-draining energy in a 20-foot radius centered on yourself. Each creature in that area must make a Constitution saving throw, taking 7d10 necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each creature that has died within the last minute in that area.

Once you use this mimicry, you can't use it again until you finish a long rest.

Legendary Mimicry

Apokalypsis

Mimicry
Prerequisite: 15th Level


As an action you gather up the souls of the damned and fire a soul beam in a 150-foot long, 15-foot wide line. Each creature in the area must succeed on a Constitution saving throw or suffer 8d10 necrotic damage or take half as much damage on a failed save. If a creature is reduced to 0 hit points this way their body disintegrates and a specter is summoned in its place. The specters act right after you on the same initiative count, fighting until they are destroyed. They disappear after 10 minutes or when you die.

Once you use this mimicry, you can't use it again until you finish a long rest.


Specter

Medium Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0ft., fly 50ft. (Hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11(+0)

  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
  • Senses Darkvision 60ft, passive perception 10
  • Languages understands all languages it knew in life but can't speak
  • Challenge 1 (200 exp)

  • Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Armament of the Balor

Mimicry
Prerequisite: 15th Level


Provided both of your hands are empty, you can use your action to conjure the weapons of a mighty Balor demon. While you wield the weapons you are proficient with them, adding your Mimicry modifier to attacks and damage made with them instead of Strength or Dexterity. They remain summoned for 10 minutes, or until your concentration ends (as if concentrating on a spell).

Flaming Whip. This +2 whip has a reach of 30 feet, and deals 2d6 slashing damage plus 3d6 fire damage on a hit, and the target must succeed on a Strength saving throw or be pulled 25 feet towards you.

Storming Longsword. This magical +3 longsword has the reach 10 ft. property, and deals 3d8 slashing damage plus 3d8 lightning damage on a hit, and lacks the versatile property. If you deal a critical hit with this blade, you roll the damage three times instead of twice.

Once you use this mimicry, you can't use it again until you finish a long rest.

Mass Energy Transfer

Mimicry
Prerequisite: 15th Level


You conjure a surge of negative energy around you in a 30-foot-radius. Creatures of your choice in the area must succeed on a Constitution saving throw or suffer 4d10 necrotic damage, and have their maximum hit points reduced by the same amount. You can then distribute a number of hit points equal to the total damage dealt to creatures of your choice within the area.

Once you use this mimicry, you can't use it again until you finish a long rest.

Mortal Flame

Mimicry
Prerequisite: 13th Level


You can use your action to force a creature you can see within 60 feet to make a Constitution saving throw. On a failed save blue flames combust from within them, the target creatures takes 4d6 fire damage and is cursed by life consuming flames, while the target is cursed they have disadvantage on Constitution saving throws and take 4d6 fire damage at the start of each of their turns. The target can make a Constitution saving throw to try end the effect at the end of each turn, ending the effect on themselves on a success. If a creature is reduced to 0 hit points while under this effect you can transfer the flames to a different creature you can see within 30 feet of the initial target at no action cost.

Once you use this mimicry, you can't use it again until you finish a long rest.

Raise Deathguard

Mimicry
Prerequisite: 15th Level


You can use your action to summon up to four ghouls. These undead crawl up through the ground in unoccupied spaces within 10 feet of you, serving you loyally as your deathguard for 1 hour, after which they turn to dust.

As a bonus action on each of your turns, you can mentally command one or more ghouls at the same time, giving the same command to each one, provided they are within 120 feet of you, deciding what action they will take and where they will move. Alternatively you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the ghouls will only defend themselves against hostile creatures. Once given an order, they continue to follow it until the task is complete.

Once you use this mimicry, you can't use it again until you finish a long rest.

Shadow Flare

Mimicry
Prerequisite: 15th Level


You hurl a magical ball of fire that detonates at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d8 fire damage and 10d8 necrotic damage on a failed save, or half as much damage on a successful one.

Once you use this mimicry, you can't use it again until you finish a long rest.

Spite of the Damned

Mimicry
Prerequisite: 15th Level


As an action, select a point you can see within 120 feet of you, a rift to the ethereal plane expands across the surface of the area in a 60-foot-radius centered on the chosen point for 10 minutes. Ghostly arms of the damned reach out and try to snare creatures that cross the rift making the area difficult terrain. A creature that enters the area or starts its turn there must make a Dexterity saving throw or suffer 6d10 necrotic damage and becomes grappled. Until the grapple ends, the target is restrained. A creature that starts its turn grappled this way automatically takes the necrotic damage.

Once you use this mimicry, you can't use it again until you finish a long rest.


Lore Master Spell List

Note: Bolded Spells are from Xanathar's Guide to Everything, Tasha's Cauldron of Everything Spells and Explorer's guide to Wildermount, New spells are Bolded with a double asterisk** and are detailed at the end of the spell list.


Cantrips
  • Acid Splash
  • Booming Blade
  • Chill Touch
  • Flying Sardine**
  • Friends
  • Green-Flame Blade
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Matra Magic**
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Resistance
  • Shocking Grasp
  • Sonic Boom**
  • Thorn Whip
  • Transfiguration**
  • Thunderclap
  • Water Cannon**
1st Level
  • Absorb Elements
  • Animal Friendship
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Beast Bond
  • Burning Hands
  • Cause Fear
  • Chaos Bolt
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Earth tremor
  • Ensnaring Strike
  • Faerie Fire
  • Fog Cloud
  • Hex
  • Identify
  • Ray of Sickness
  • Shield
  • Sleep
  • Speak with Animals
  • Thunderwave
2nd Level
  • Aid
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Mouth
  • Maximillian's Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • Shadow Blade
  • See Invisibility
  • Silence
  • Sniloc's Snowball Swarm
  • Suggestion
  • Tasha's Mind Whip
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Hypnotic Pattern
  • Major Image
  • Plant Growth
  • Remove Curse
  • Sending
  • Sleet Storm
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Death Ward
  • Evard's Black Tentacles
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Ice Storm
  • Shadow of Moil
  • Stone Shape
  • Vitriolic Sphere
52
5th Level
  • Cone of Cold
  • Contagion
  • Dawn
  • Dream
  • Enervation
  • Far Step
  • Greater Restoration
  • Immolation
  • Maelstrom
  • Modify Memory
  • Telekinesis
  • Wrath of Nature

Flying Sardine

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

In a regurgitating motion you fling a small fish at a creature you can see within range. Make a ranged spell attack against the target, On a hit, the targets takes 1 bludgeoning damage and must make a Wisdom saving throw. On a failed save the target has disadvantage on the next attack roll or ability check it makes before the end of its next turn.

Sonic Boom

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a sharp bolt of wind that travels rapidly towards a target you can see within 120 feet. Make a ranged spell attack against the target, on a hit, the target takes 1d6 slashing damage and the bolt explodes into a thunderous burst of sound , the target and each creature within 5 feet of it must succeed on a Constitution saving throw or take 1d4 thunder damage.

This spell's damage increases when you reach certain levels. At 5th level, The slashing damage increases by 1d6 and the thunder damage increases by 1d4 (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6, 4d4).

Matra Magic

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a barrage of arcane darts at a creature within range. Make a ranged spell attack against the target. On a hit the target takes 2d4 force damage. Whenever you roll a 4 on the d4 you fire an additional dart increasing the damage by 1d4. You can have a maximum amount of additional darts equal to half your proficiency bonus rounded down.

This spell damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4)

Water Cannon

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a rapid torrent of water towards a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 cold damage.

This spell damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Transfiguration

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous

You twist and shape your arm into a deadly weapon. Make a melee spell attack against one creature within 15 feet of you. On a hit, the target takes damage depending on their distance from you. If the target is within 5 feet of you they take 1d12 piercing, slashing or bludgeoning damage depending on the form of the transfiguration. As you stretch out your body to extend your reach your blow weakens dealing 1d10 damage to targets within 10 feet of you but past 5 feet and 1d8 damage to targets past 10 feet.

This spells damage die increases by one additional die at certain levels, 2d(12,10,8) at 5th level, 3d(12,10,8) at 11th level and 4d(12,10,8) at 17th level.

53

Credits

Art in order of appearance

Dave Rapoza Pg 1


Alejandro Arevalo Pg 4


Cesar Rosolino Pg 5


Blue Mage Official artwork by SquareEnix/FFXI Pg 6


Victor Adame Minguez Pg 7


Sam Carr Pg 9


Alexander Mokhov Pg 11


Tooth Wu Pg 12


Claud Z Pg 13


Claud Z Pg 14


Andrew McIntosh Pg 15


Enlightened Contemplative (Pathfinder) Paizo Pg 16


Simon Dominic Brewer Pg 23


Irina Nordsol Kuzmina Pg 24


Owlbear by Ilse Gort Pg 32


Even Mehl Amundsen and Jesper Ejsing Pg 38


Lie Setiawan Pg 45


F3LC4T Pg 46


Artgerm Pg 50


Dominik Mayer Pg 52

Special Thanks

/u/ViCaelestis - Whose work served as the core and foundation of this homebrew


/u/RaRaRoxi - For creating their blue mage homebrew whose ideas I stole and served as inspiration for many things


/u/ch33ri000z - Their blue traveler also served as a major source of ideas and inspiration


/u/SwordMeow - For providing the themes and stained backgrounds so my doc didn't look awful

Changelog

V 4.1

  • Cleaned up some wording
  • Reworked/Buffed Lancet
  • Nerfed Mutation
  • Buffed Assimilation
  • Buffed/Updated Character Study
 

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