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NashEffect
2018-12-24, 07:19 PM
Class Features
As a mimic, you gain the following class features.

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

Proficiencies
Armor: Light armor and shields
Weapons: Simple weapons
Tools: Any one tool kit or three musical instruments of your choice
Saving Throws: Intelligence, Charisma
Skills: Choose any two from the following: Acrobatics, Sleight of Hand, Stealth, Arcana, History, Nature, Religion, Insight, Deception, Intimidation, Performance, Persuasion

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

(a) any weapon and a shield or (b) any two weapons
(a) a diplomat’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
(a) leather armor or (b) hide armor
(a) any one tool kit or (b) any instrument


Cantrips
At 1st level, you know two cantrips of your choice from the mimic spell list. You learn additional mimic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mimic table.

Spellcasting Ability
Charisma is your spellcasting ability for your copied spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You do not need any spellcasting focus, but the mimic does require their hands free and their mouth unobstructed to use their copycat ability.

Copycat
At first level the mimic uses it’s mastery of mimicry to its highest potential. As an action the mimic can copy anything witnessed within 90ft including skills, abilities, rolls, attacks, spells, movement, language or saving throw. The mimic must have seen this action during that turn or the turn before, but can not copy the same thing twice in a row. After that the mimic loses any idea of how to perform that action again unless specifically granted by another ability. The mimic can not mimic their own actions, nor can they mimic any legendary saves. The chart above shows how many uses of the copycat ability the mimic has before they have to take a long rest to recover the uses. The copycat ability does not benefit from any other ability granted by this class or any other. This ability requires the mimic to have the ability to speak and move freely. The mimic starts with one use of this ability. It gains another use at 3rd, 5th, 9th, 13th and 19th level, maxing out at 6 uses.


Ability: The mimic can mimic any single ability witnessed. If the ability deals damage, roll the same amount of die as the creature that used the ability. If the ability requires a physical ability that the character lacks, the character grows the appropriate appendages or features needed. The ability cannot be used on creatures that are more than one size category larger than the mimic if the ability involves grappling or pinning. If for some reason the ability copied grants any minions to be summoned or become under your control, that control vanishes when the ability ends. The mimic follows the usual rules of the ability used. If the ability copied has a duration of less than one minute, the ability lasts for until the end of the mimics next turn. If the ability lasts a minute or longer, the duration becomes one minute. If the ability has terms to maintain the ability, like a barbarian rage ability, the mimic must follow the same rules, yet following the rules does not allow the ability to last longer than a minute. The mimic can not use their copycat ability during the duration of any actively copied ability. The mimic cannot copy any abilities if the targets HD or CR are higher than your mimic level. The DM can allow the mimic to know if the mimic is unable to copy an ability due to the target being of higher HD or CR without wasting a use of the ability, but gains no other information on the target. For example if a mimic copy a rogues sneak attack, you copy the addition damage granted by that ability but you still get to add your normal weapon damage to the attack as if you had the sneak attack ability. The mimic does not get to add their normal weapon damage if the copied ability does not normally allow it. The rules to apply the sneak attack damage still apply to the mimic the same way as the rogue that was copied. If the ability utilizes a DC in any way the DC is either there mimics spellcasting DC, or the base abilities DC, whichever is lower.

Roll: The mimic can copy the exact roll witnessed by anyone, whether it be an ally or an enemy. If the mimic copies the attack roll, they use their own normal damage but damage is multiplied as normal if a critical hit is copied.

Attack: The mimic can copy an attack they witness. The mimic copies the range and damage of the attack they witness, but the player makes their own rolls for the attack and damage, and the attack roll used uses the mimics own attack bonus. However the mimic may use their CHA modifier instead of their STR/DEX to their attack bonus. If the attack utilizes an appendage, physical deformity or what have you, the mimic grows that appendage magically and it fades after the attack finishes.

Spell: The mimic can copy any spell that they witness. When at level 1, the mimic can only copy cantrips. It gains the ability to copy 1st level spells at level 3, level 2 spells at level 5, level 3 spells at level 7, level 4 spells at level 10, level 5 spells at level 13, and maxes out at 6th level spells at level 15. The spell can only be cast if the spell is equal to or lower than the max spell level available at the mimic’s current level. Regardless of what level the copied was cast at, the mimic casts it at the spell level of the mimic. So for example if a level 10 mimic witnesses a wizard cast the 1st level spell magic missile at 5th level, the mimic can cast the spell as well but only at 4th level. The spell utilizes your mimic spell casting DC if a DC is required. If the spell requires verbal, somatic components, the mimic must copy those as well, however the physical actions and any magic circles involved are mirrored. If there is a material component required the mimic must either have the required item or copying the spell requires double the items worth in diamonds to instantly vanish from the mimics possession. If the mimic cannot provide either, the spell cannot be copied, and the use of the ability is wasted.

Movement: The mimic can copy any movement, climb, swim, burrow or fly speed that they witness for a 1 minute duration. If it is by some form of magic that this ability is originally done, then that magic is copied for the duration of the copycat ability. If it is done naturally through wings, claws or gills, the body part is grown magically for the duration (with the exception of movement speed, unless the mimic chooses to do so). Doing so grants no other ability besides increased movement. This ability cannot copy a swimming or climbing speed until the mimic is level 3, and it cannot mimic a flying or burrowing speed until the mimic is level 5. If the ability wears off while the mimic is still using the copied movement, the mimic falls or drowns as normal. If the mimic was climbing, the mimic does not immediately fall, but is treated as climbing normally.




Adaptive Stance
At 1st level the mimic can adopt a battle stance as fluid and adaptive as they are. As a bonus action the mimic can adopt a stance that either grants advantage on your weapon attacks (except attacks granted by the copycat ability), but gives attacks against you advantage gives opponents disadvantage on attacks on you but all your attacks are at disadvantage, give proficiency in all armor, shields and weapons, or resistance to one of non-magical bludgeoning, slashing or piercing damage. The stance lasts for one minute. Once the first stance is chosen for the day the mimic can not choose another stance until they use a bonus action to change to another. The mimic can change stances a number of times equal to their Charisma modifier before needing a long rest to refresh their uses.


Specialties
At 2rd level, you choose to identify with a specialty: Combat Specialist, Arcane Specialist, Disguise Specialist or Form Specialist. Your choice grants you features at 3rd level and again at 10th and 14th level.


Anything You Can Do
Starting at 3rd level, the mimic, as a reaction, can copy the exact roll currently being witnessed. The mimic can copy the exact movements of the target, however the target must be actively performing the act. If the target stops, so does the ability. The mimic can copy any witnessed skill check or saving throw within 60ft. This ability will not work if the target being copied has or is granted three- quarters cover at any time during the use of this ability. If the mimic is copying a saving throw, the target being copied must be making the saving throw at the same time as the mimic. For example if the mimic and an enemy are both in the range of a Fireball spell and the target rolls a 23 Dex save, the mimic can copy the 23 roll. The mimic does not benefit from any abilities like Evasion while using this ability. The ability lasts up to an hour if the mimic is copying a skill, like for example a musical performance. There mimic can also choose to wait until after a performance ends and copy it independently, but most be used immediately after. The mimic loses all ability not previously possessed by the mimic as soon as the ability ends. The mimic can use this ability 3 times without needing to take a long rest.



Bound to Learn Something
After watching some many people perform great feats of their own the mimic eventually retains some of that skill for themselves. At 6th level the mimic adds half their proficiency bonus to any untrained skill or kit. This does not stack with the Copycat or Anything You Can Do abilities.



Long Term Memory
The mimic is finally able to retain some of the form and technique required to perform magic on their own. At 6th level the mimic can remember any one spell or ability they copied with the copycat ability indefinitely. The remembered spell or ability can be replaced with another later on but the new memorized spell or form replaces the previous one as the mimic can only remember one spell or ability at any time unless they are granted more from a specialty or a future ability.


Theatrical Inspiration
At 7th level the mimic inspires themselves to the point where they can regain one use of the copycat ability after a short rest. This ability can only be used once before needing a long rest. The mimic can regain two uses at level 13 and three uses at 18th level.



I Can Do Better
Starting at 9th level, whenever the mimic uses the ability “Anything You Can Do” the mimic adds 1 to the result. This ability does not change a normal roll to a critical hit. This bonus increases to 2 at 13th level.



Casters Bane
As the mimic learns more and more about copying spells they learn how to unravel them along the way. At 11th level, the mimic always has the spell Counterspell memorized. This is separate from the Long Term Memory and does not count as the remembered spell, nor can this spell take up the slot. The spell is cast at the highest spell slot available to the mimic as normal and still consumes a use of the copycat ability, but can be cast as a reaction as normal.


Superior Counterspell
The mimic’s ability to unravel and replicate spells on the fly reaches it’s pinnacle. At 20th level, as an immediate action, witness a spell and use counterspell on it as normal. However if the spell is successfully countered the spell’s energy becomes the mimics and the mimic then decides the target and use of the spell. The mimic does not gain any bonuses to the original spell, like metamagic feats or invocations (unless the original caster used them prior to casting) and the spell uses the mimic’s spell DC instead of the original casters. The mimic gains one use of this ability per long rest and does not consume a use of the copycat ability.


Specialties

Combat Specialties

2nd level - gains proficiency in medium armor, rapiers, short swords, short bows, hand crossbows and shields

2nd level - fighting style
Archery
Defense
Dueling
Two Weapon Fighting

10th level - more adaptive stance options
Any single elemental resistance
Can dash as a bonus action
Monk unarmed strike at half level

10th level - add Cha mod to damage with weapon attacks instead of STR/ DEX



17th level - counts as any class or race to equip any magical weapon


Arcane Specialty

2nd level - can learn any classes cantrips and add Cha to damage

10th level - The mimic can now remember two more spells with the Long Term Memory ability. These must be spells.

17th level - The mimic can now use any wands or staves regardless of any class or race requirements.


Disguise Specialty

2nd level - disguise self at will, counts as any race for feat requirements

10th level - Language can now be copied as part of the Copycat ability
Language: the mimic can instantly change their spoken language to one being heard for a duration of one minute without knowing how to speak it previously. The mimic must have heard the language being spoken for at least a minute before it can be copied. The mimic cannot speak any other language besides the copied language for the duration and the ability cannot be dropped until the duration ends. The mimic can both understand and speak the language perfectly (but does not copy any form of an accent), but retains no understanding of the language after the ability fades. The mimic can only copy a language that the mimic can hear, this ability does not work on any written language and does not grant knowledge of the copied languages written form. Languages cannot be memorized by any future ability. The mimic cannot use the copycat ability during the abilities duration.

17th level - alter self at will

Disguise self does not require verbal or somatic components


Form Specialist

2nd level - Form is now able to be copied as part of copycat
Form: The mimic can magically morph their bodies to copy any creature they see. They maintain their mental stats and current health. They gain the AC, abilities, resistances, immunities, vulnerabilities, movement, and physical stats of the creature copied. The mimic loses all abilities granted by their class or their magic items while their form is changed. The mimic follows the same rules as a druid when it comes to requirements of the copied creature except the CR limit at level 2 is 1. At level 6 the CR maximum is increased to the mimics level divided by 3, rounded down. However, the mimic can copy any creature, not just beasts, but must have witnessed the creature in the usual time limits. A mimic does not grant temporary health as a normal druid while in beast form, instead any increase in constitution while in this form grants the user the appropriate amount of hp as temporary health. If the mimic’s HP falls to 0 while in creature form the mimic drops the form immediately and begins dying as normal. The form lasts for up to one hour. The form can be dropped at any time as a bonus action.

10th - 2 more remembered slots for Long Term Memory. Must be forms.

17th - copycat use to change form becomes a bonus action.






Cantrip list:

Acid Splash, blade ward, control flames, dancing lights, druidcraft, friends, frostbite, guidance, gust, dancing lights, mage hand, light, minor illusion, mending, message, meld earth, prestidigitation, primal savagery, produce flame, shape water, shillelagh, shocking grasp, spare the dying, thaumaturgy, true strike, vicious mockery and word of radiance.

NashEffect
2018-12-24, 07:20 PM
Forgive my lack of knowledge of how to make graphs on here, otherwise I would have added one

NashEffect
2018-12-24, 07:46 PM
Forgive my lack of knowledge of how to make graphs on here, otherwise I would have added one

The Cats
2018-12-25, 09:08 AM
Forgive my lack of knowledge of how to make graphs on here, otherwise I would have added one

Here's a nifty guide. (http://www.giantitp.com/forums/showthread.php?341034-table-s-in-the-Playground-All-you-want-to-know-about-the-table-code)

Sir Brett Nortj
2018-12-25, 01:36 PM
Forgive my lack of knowledge of how to make graphs on here, otherwise I would have added one

Clever, but too powerful.

MagneticKitty
2018-12-26, 08:22 PM
Added notes/comments /adjustments which I have bolded


Class Features
As a mimic, you gain the following class features.

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

Proficiencies
Armor: Light armor and shields
Weapons: Simple weapons
Tools: Any one tool kit or three musical instruments of your choice why three? I'd probably do one toolkit or instrument
Saving Throws: Intelligence, Charisma traditionally you pick one good save (con, dex, or wis) and one lesser save (int, cha, str). In this case I'd pick dex and cha for flexibility and casting stat
Skills: Choose any two from the following: Acrobatics, Sleight of Hand, Stealth, Arcana, History, Nature, Religion, Insight, Deception, Intimidation, Performance, Persuasion a lot.. But rogue gets a lot as well and you are a copycat

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

(a) any weapon and a shield or (b) any two weapons
(a) a diplomat’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
(a) leather armor or (b) hide armor
(a) any one tool kit or (b) any instrument
this is fine.

Cantrips
At 1st level, you know two cantrips of your choice from the mimic spell list. You learn additional mimic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mimic table.

Spellcasting Ability
Charisma is your spellcasting ability for your copied spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You do not need any spellcasting focus, but the mimic does require their hands free and their mouth unobstructed to use their copycat ability.

Copycat
At first level the mimic uses it’s mastery of mimicry to its highest potential. As an action the mimic can copy anything witnessed within 90ft including skills, abilities, rolls, attacks, spells, movement, language or saving throw. so you can copy a spell you see but are not even in range for..
As a side note i think this needs nerfed a bit. to limit this I'd say you can only copy things you personally were hit by then remove the range codifier for attacks and spells that effect a target. The mimic must have seen this action during that turn or the turn before, but can not copy the same thing twice in a row. After that the mimic loses any idea of how to perform that action again unless specifically granted by another ability. The mimic can not mimic their own actions, nor can they mimic any legendary saves. The chart above shows how many uses of the copycat ability the mimic has before they have to take a long rest to recover the uses. The copycat ability does not benefit from any other ability granted by this class or any other. This ability requires the mimic to have the ability to speak and move freely. The mimic starts with one use of this ability. It gains another use at 3rd, 5th, 9th, 13th and 19th level, maxing out at 6 uses.


Ability: The mimic can mimic any single ability witnessed. If the ability deals damage, roll the same amount of die as the creature that used the ability. If the ability requires a physical ability that the character lacks, the character grows the appropriate appendages or features needed. The ability cannot be used on creatures that are more than one size category larger than the mimic if the ability involves grappling or pinning. If for some reason the ability copied grants any minions to be summoned or become under your control, that control vanishes when the ability ends. I would not let them copy summons. The pixis, man... the pixis from conjure fey had enough potential for abuse The mimic follows the usual rules of the ability used. If the ability copied has a duration of less than one minute, the ability lasts for until the end of the mimics next turn. If the ability lasts a minute or longer, the duration becomes one minute. If the ability has terms to maintain the ability, like a barbarian rage ability, the mimic must follow the same rules, yet following the rules does not allow the ability to last longer than a minute. The mimic can not use their copycat ability during the duration of any actively copied ability. The mimic cannot copy any abilities if the targets HD or CR are higher than your mimic level. The DM can allow the mimic to know if the mimic is unable to copy an ability due to the target being of higher HD or CR without wasting a use of the ability, but gains no other information on the target. For example if a mimic copy a rogues sneak attack, you copy the addition damage granted by that ability but you still get to add your normal weapon damage to the attack as if you had the sneak attack ability. The mimic does not get to add their normal weapon damage if the copied ability does not normally allow it. The rules to apply the sneak attack damage still apply to the mimic the same way as the rogue that was copied. If the ability utilizes a DC in any way the DC is either there mimics spellcasting DC, or the base abilities DC, whichever is lower.

Roll: The mimic can copy the exact roll witnessed by anyone, whether it be an ally or an enemy. If the mimic copies the attack roll, they use their own normal damage but damage is multiplied as normal if a critical hit is copied. I think requiring the attack to be aimed at you helps nerf this currently overpowered ability a bit.

Attack: The mimic can copy an attack they witness. The mimic copies the range and damage of the attack they witness, but the player makes their own rolls for the attack and damage, and the attack roll used uses the mimics own attack bonus. However the mimic may use their CHA modifier instead of their STR/DEX to their attack bonus. too strong. Also, Why does using my mundane body to copy a club make it suddenly charisma. It's not a magiccalmly conjured weapon like hexblade. If the attack utilizes an appendage, physical deformity or what have you, the mimic grows that appendage magically and it fades after the attack finishes.

Spell: The mimic can copy any spell that they witness. When at level 1, the mimic can only copy cantrips. It gains the ability to copy 1st level spells at level 3, level 2 spells at level 5, level 3 spells at level 7, level 4 spells at level 10, level 5 spells at level 13, and maxes out at 6th level spells at level 15. The spell can only be cast if the spell is equal to or lower than the max spell level available at the mimic’s current level. Regardless of what level the copied was cast at, the mimic casts it at the spell level of the mimic. So for example if a level 10 mimic witnesses a wizard cast the 1st level spell magic missile at 5th level, the mimic can cast the spell as well but only at 4th level. The spell utilizes your mimic spell casting DC if a DC is required. If the spell requires verbal, somatic components, the mimic must copy those as well, however the physical actions and any magic circles involved are mirrored. If there is a material component required the mimic must either have the required item or copying the spell requires double the items worth in diamonds to instantly vanish from the mimics possession. If the mimic cannot provide either, the spell cannot be copied, and the use of the ability is wasted. correct me if I'm wrong, but the mimic does not have slots to consume.. this is too powerful.. I don't know how many points the mimic gets, but I think at least it should spend points equal to spell level. Also most things that use points like ki have a section labeled ki that give dc and explain how they recharge.. Which I may have read over.

Movement: The mimic can copy any movement, climb, swim, burrow or fly speed that they witness for a 1 minute duration. If it is by some form of magic that this ability is originally done, then that magic is copied for the duration of the copycat ability. If it is done naturally through wings, claws or gills, the body part is grown magically for the duration (with the exception of movement speed, unless the mimic chooses to do so). Doing so grants no other ability besides increased movement. This ability cannot copy a swimming or climbing speed until the mimic is level 3, and it cannot mimic a flying or burrowing speed until the mimic is level 5. If the ability wears off while the mimic is still using the copied movement, the mimic falls or drowns as normal. If the mimic was climbing, the mimic does not immediately fall, but is treated as climbing normally.




Adaptive Stance
At 1st level the mimic can adopt a battle stance as fluid and adaptive as they are. As a bonus action the mimic can adopt a stance that either grants advantage on your weapon attacks (except attacks granted by the copycat ability), but gives attacks against you advantage gives opponents disadvantage on attacks on you but all your attacks are at disadvantage, give proficiency in all armor, shields and weapons, or resistance to one of non-magical bludgeoning, slashing or piercing damage. The stance lasts for one minute. Once the first stance is chosen for the day the mimic can not choose another stance until they use a bonus action to change to another. The mimic can change stances a number of times equal to their Charisma modifier before needing a long rest to refresh their uses. I would get rid of stances entirely. Is powerful enough of a core of 1 ability.


Specialties
At 2rd level, you choose to identify with a specialty: Combat Specialist, Arcane Specialist, Disguise Specialist or Form Specialist. Your choice grants you features at 3rd level and again at 10th and 14th level.


Anything You Can Do
Starting at 3rd level, the mimic, as a reaction, can copy the exact roll currently being witnessed. The mimic can copy the exact movements of the target, however the target must be actively performing the act. If the target stops, so does the ability. The mimic can copy any witnessed skill check or saving throw within 60ft. This ability will not work if the target being copied has or is granted three- quarters cover at any time during the use of this ability. If the mimic is copying a saving throw, the target being copied must be making the saving throw at the same time as the mimic. For example if the mimic and an enemy are both in the range of a Fireball spell and the target rolls a 23 Dex save, the mimic can copy the 23 roll. The mimic does not benefit from any abilities like Evasion while using this ability. The ability lasts up to an hour if the mimic is copying a skill, like for example a musical performance. There mimic can also choose to wait until after a performance ends and copy it independently, but most be used immediately after. The mimic loses all ability not previously possessed by the mimic as soon as the ability ends. The mimic can use this ability 3 times without needing to take a long rest.



Bound to Learn Something
After watching some many people perform great feats of their own the mimic eventually retains some of that skill for themselves. At 6th level the mimic adds half their proficiency bonus to any untrained skill or kit. This does not stack with the Copycat or Anything You Can Do abilities.



Long Term Memory
The mimic is finally able to retain some of the form and technique required to perform magic on their own. At 6th level the mimic can remember any one spell or ability they copied with the copycat ability indefinitely. The remembered spell or ability can be replaced with another later on but the new memorized spell or form replaces the previous one as the mimic can only remember one spell or ability at any time unless they are granted more from a specialty or a future ability. maybe copy a skill proficiency or toolset or spell. Any ability especially if it's a monster ability is too strong. Monsters are supposed to hit hard and die fast. Players are supposed to be more sustainable resource driven.


Theatrical Inspiration
At 7th level the mimic inspires themselves to the point where they can regain one use of the copycat ability after a short rest. This ability can only be used once before needing a long rest. The mimic can regain two uses at level 13 and three uses at 18th level.
remove this in favor of a lv 6 or 7 subclass ability


I Can Do Better
Starting at 9th level, whenever the mimic uses the ability “Anything You Can Do” the mimic adds 1 to the result. This ability does not change a normal roll to a critical hit. This bonus increases to 2 at 13th level.



Casters Bane
As the mimic learns more and more about copying spells they learn how to unravel them along the way. At 11th level, the mimic always has the spell Counterspell memorized. This is separate from the Long Term Memory and does not count as the remembered spell, nor can this spell take up the slot. The spell is cast at the highest spell slot available to the mimic as normal and still consumes a use of the copycat ability, but can be cast as a reaction as normal.
see spellcasting taking extra points for opinion on this.. counterspell is one of the more useful spells ever.. I don't know I'm comfortable with them getting it for free.

Superior Counterspell
The mimic’s ability to unravel and replicate spells on the fly reaches it’s pinnacle. At 20th level, as an immediate action, witness a spell and use counterspell on it as normal. However if the spell is successfully countered the spell’s energy becomes the mimics and the mimic then decides the target and use of the spell. The mimic does not gain any bonuses to the original spell, like metamagic feats or invocations (unless the original caster used them prior to casting) and the spell uses the mimic’s spell DC instead of the original casters. The mimic gains one use of this ability per long rest and does not consume a use of the copycat ability.


Specialties

Combat Specialties

2nd level - gains proficiency in medium armor, rapiers, short swords, short bows, hand crossbows and shields

2nd level - fighting style
Archery
Defense
Dueling
Two Weapon Fighting

10th level - more adaptive stance options
Any single elemental resistance
Can dash as a bonus action
Monk unarmed strike at half level
too much stealing from other classes.. Which I know is part their thing.. But give them a second attack, move lv 10 for all to 6 which is more standard for subclass defining skills to pop up by. I'd go either weapons only or unarmed only. Maybe build unarmed into a race that's required to take this. Because a mimic human sounds weird
10th level - add Cha mod to damage with weapon attacks instead of STR/ DEX
too strong especially with the can sub melee for cha to damage.. makes the class to SAD, and is not using magically conjured weapons, just physically shaping into instruments. Doesn't make sense.


17th level - counts as any class or race to equip any magical weapon


Arcane Specialty

2nd level - can learn any classes cantrips and add Cha to damage

10th level - The mimic can now remember two more spells with the Long Term Memory ability. These must be spells.

17th level - The mimic can now use any wands or staves regardless of any class or race requirements.


Disguise Specialty

2nd level - disguise self at will, counts as any race for feat requirements get rid of feat requirement ability, already too jack of all trades without cherry picking best feats disguise self on will is strong enough on its own and probably should be moved to the 6th lv ability I proposed.

10th level - Language can now be copied as part of the Copycat ability
Language: the mimic can instantly change their spoken language to one being heard for a duration of one minute without knowing how to speak it previously. The mimic must have heard the language being spoken for at least a minute before it can be copied. The mimic cannot speak any other language besides the copied language for the duration and the ability cannot be dropped until the duration ends. The mimic can both understand and speak the language perfectly (but does not copy any form of an accent), but retains no understanding of the language after the ability fades. The mimic can only copy a language that the mimic can hear, this ability does not work on any written language and does not grant knowledge of the copied languages written form. Languages cannot be memorized by any future ability. The mimic cannot use the copycat ability during the abilities duration.

17th level - alter self at will

Disguise self does not require verbal or somatic components


Form Specialist

2nd level - Form is now able to be copied as part of copycat
Form: The mimic can magically morph their bodies to copy any creature they see. They maintain their mental stats and current health. They gain the AC, abilities, resistances, immunities, vulnerabilities, movement, and physical stats of the creature copied. The mimic loses all abilities granted by their class or their magic items while their form is changed. The mimic follows the same rules as a druid when it comes to requirements of the copied creature except the CR limit at level 2 is 1. At level 6 the CR maximum is increased to the mimics level divided by 3, rounded down. However, the mimic can copy any creature, not just beasts, but must have witnessed the creature in the usual time limits. A mimic does not grant temporary health as a normal druid while in beast form, instead any increase in constitution while in this form grants the user the appropriate amount of hp as temporary health. If the mimic’s HP falls to 0 while in creature form the mimic drops the form immediately and begins dying as normal. The form lasts for up to one hour. The form can be dropped at any time as a bonus action. too strong as is, limit type at first. Beasts only until lv 6, their only lv 6 ability is access to other things. As is is better than moon druid... Which isn't good.

10th - 2 more remembered slots for Long Term Memory. Must be forms.

17th - copycat use to change form becomes a bonus action.






Cantrip list:

Acid Splash, blade ward, control flames, dancing lights, druidcraft, friends, frostbite, guidance, gust, dancing lights, mage hand, light, minor illusion, mending, message, meld earth, prestidigitation, primal savagery, produce flame, shape water, shillelagh, shocking grasp, spare the dying, thaumaturgy, true strike, vicious mockery and word of radiance.

See bolded comments.
If it were me I'd take it apart more and limit what they can copy to their subclass give subclass at lv 1 like cleric since they would be highly differentiated. All can copy skill and tool prof. Disguise proficiencies go on base instead of subclass (better yet remove disguise and make changelings a prerequisite to take this subclass, since really no other race fits. Or make a required mimic race). Gives only simple weapon prof to main.
Subclasses:

1 weapons/melee is a subclass
Give melee weapon proficiency (all) second attack here. And copying attacks to one subclass.

2 Give spell casting and cantrips to one subclass. Counterspell goes here, not on all.

3 Give forms and natural weapons like growing claws or psuedopods here. Natural weapons don't scale, Too monky. Movement speed copying goes here.

MagneticKitty
2018-12-27, 02:24 AM
Class Features
As a mimic, you gain the following class features.

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

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Any one tool kit or musical instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any two from the following: Sleight of Hand, Stealth, Arcana, History, Insight, Deception, Intimidation, Performance, Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a diplomat’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
(a) leather armor or (b) hide armor (if proficient)
(a) any one tool kit or (b) any instrument

Specialties
At 1st level, you choose to identify with a specialty: Combat Specialist, Arcane Specialist, or Form Specialist. Your choice grants you features at 1st level and again at 6th, 10th and 17th level. The Mimic’s main combat potential comes from this subclass be it copying spells it has seen, weapons and attacks it has seen, or the shapes of enemies it has seen.

Copycat
At first level the mimic uses it’s mastery of mimicry to its highest potential. Depending on its subclass, as an action the mimic can copy certain things it has witnessed including skills, abilities, rolls, attacks, spells, movement, language or saving throw. The mimic must have seen this action during that turn or the turn before, but can not copy the same thing twice in a row. After that the mimic loses any idea of how to perform that action again unless specifically granted by another ability. The mimic can not mimic their own actions, nor can they mimic any legendary saves. The mimic may have only one copycat ability active at a time. The mimic has a number of points equal to its level that it can spend to use this before they have to take a long rest to recover the uses. The copycat ability does not benefit from any other ability granted by this class or any other. This ability requires the mimic to have the ability to speak and move freely.

Ability, one point: Prerequisite (none). The mimic can mimic any single ability witnessed. If the ability deals damage, roll the same amount of die as the creature that used the ability. If the ability requires a physical ability that the character lacks, the character grows the appropriate appendages or features needed. The ability cannot be used on creatures that are more than one size category larger than the mimic if the ability involves grappling or pinning. If for some reason the ability copied grants any minions to be summoned or become under your control, that control vanishes when the ability ends. The mimic follows the usual rules of the ability used. If the ability copied has a duration of less than one minute, the ability lasts for until the end of the mimics next turn. If the ability lasts a minute or longer, the duration becomes one minute. If the ability has terms to maintain the ability, like a barbarian rage ability, the mimic must follow the same rules, yet following the rules does not allow the ability to last longer than a minute. The mimic can not use their copycat ability during the duration of any actively copied ability. The mimic cannot copy any abilities if the targets HD or CR are higher than your mimic level. The DM can allow the mimic to know if the mimic is unable to copy an ability due to the target being of higher HD or CR without wasting a use of the ability, but gains no other information on the target. For example if a mimic copy a rogues sneak attack, you copy the addition damage granted by that ability but you still get to add your normal weapon damage to the attack as if you had the sneak attack ability. The mimic does not get to add their normal weapon damage if the copied ability does not normally allow it. The rules to apply the sneak attack damage still apply to the mimic the same way as the rogue that was copied. If the ability utilizes a DC in any way the DC is either there mimics spellcasting DC, or the base abilities DC, whichever is lower.
Language, one point: the mimic can instantly understand and speak one additional language being heard. The mimic must have heard the language being spoken for at least a minute before it can be copied. The mimic can both understand and speak the language perfectly (but does not copy any form of an accent), but retains no understanding of the language after the ability fades. The mimic can only copy a language that the mimic can hear, this ability does not work on any written language and does not grant knowledge of the copied languages written form.
Attack, one point per attack (one for each attack of a multiattack): Prerequisite Combat Specialty. The mimic can copy an attack they witness. The mimic copies the range and damage of the attack they witness, but the player makes their own rolls for the attack and damage, and the attack roll used uses the mimics own attack bonus. If the attack utilizes an appendage, physical deformity or what have you, the mimic grows that appendage magically and it fades after the attack finishes. If the attack requires a weapon a nonmagical copy of the weapon grows from its body for the duration of the attack. Any ammo that is conjured turns into a harmless puddle of goo by the end of the round. In addition starting at level 3 the mimic can spend an additional point per roll when using the Attack Copycat ability to copy the total dice roll (to hit) that the enemy they are copying rolled in place of their own. This may be used after they roll but before they determine the results of the roll.

Spell, a number of points equal to the spell level: Prerequisite Arcane Specialty. The mimic can copy any spell that they witness. When at level 1, the mimic can only copy cantrips. It gains the ability to copy 1st level spells at level 3, level 2 spells at level 5, level 3 spells at level 7, level 4 spells at level 10, level 5 spells at level 13, and maxes out at 6th level spells at level 15. The spell can only be cast if the spell is equal to or lower than the max spell level available at the mimic’s current level. Regardless of what level the copied was cast at, the mimic casts it at the spell level of the mimic. So for example if a level 10 mimic witnesses a wizard cast the 1st level spell magic missile at 5th level, the mimic can cast the spell as well but only at 4th level. The spell utilizes your mimic spell casting DC if a DC is required. If the spell requires verbal, somatic components, the mimic must copy those as well, however the physical actions and any magic circles involved are mirrored. If there is a material component required the mimic must either have the required item or copying the spell requires double the items worth in diamonds to instantly vanish from the mimics possession. If the mimic cannot provide either, the spell cannot be copied, and the use of the ability is wasted. In addition starting at level 3 the mimic can spend an additional point when using the Spell copycat ability to copy the total spell attack roll (to hit) or the spell DC that the enemy they are copying used in place of their own (they do not know if this is better or worse than their own before using this ability). This may be used after they roll but before they determine the results of the roll.

Movement, 2 point per 30 feet (rounded up) of movement: The mimic can copy any movement, climb, swim, burrow or fly speed that they witness for a 1 minute duration. If it is by some form of magic that this ability is originally done, then that magic is copied for the duration of the copycat ability. If it is done naturally through wings, claws or gills, the body part is grown magically for the duration (with the exception of movement speed, unless the mimic chooses to do so). Doing so grants no other ability besides increased movement. This ability cannot copy a swimming or climbing speed until the mimic is level 3, and it cannot mimic a flying or burrowing speed until the mimic is level 5. If the ability wears off while the mimic is still using the copied movement, the mimic falls or drowns as normal. If the mimic was climbing, the mimic does not immediately fall, but is treated as climbing normally. In addition starting at level 3 the mimic can spend an additional point as a bonus action when using the Movement copycat ability to dash using the movement gained from this ability.
Form, a number of points equal to CR times two: Prerequisite Form Specialty. As a bonus action the mimic can magically morph their bodies to copy any creature they see following the moon druid’s wild shape ability. They maintain their mental stats. They gain the AC, abilities, resistances, immunities, vulnerabilities, movement, and physical stats of the creature copied. The mimic retains all abilities granted by the mimic class that their new form is capable of using. The mimic follows the same rules as a moon druid when it comes to requirements and CR of the copied creature. The form lasts for up to one hour. The form can be dropped at any time as a bonus action.
Mirror Form
Starting at 2nd level the mimic can cast disguise self at will without needing spell components.
Anything You Can Do
Starting at 3rd level, the mimic, as a reaction, can copy the exact roll of a skill check or saving throw currently being witnessed. The mimic can copy the exact movements of the target, however the target must be actively performing the act. If the target stops, so does the ability. The mimic can copy any witnessed skill check or saving throw within 60ft. This ability will not work if the target being copied has or is granted three- quarters cover at any time during the use of this ability. If the mimic is copying a saving throw, the target being copied must be making the saving throw at the same time as the mimic. For example if the mimic and an enemy are both in the range of a Fireball spell and the target rolls a 23 Dex save, the mimic can copy the 23 roll. The mimic does not benefit from any abilities like Evasion while using this ability. If the mimic is copying a skill, the ability lasts a number of minutes equal to ten times their proficiency modifier, like for example a musical performance. There mimic can also choose to wait until after a performance ends and copy it independently, but most be used immediately after. The mimic loses all ability not previously possessed by the mimic as soon as the duration ends. The mimic can use this ability a number of times equal to their CHA modifier before needing to take a long rest to regain the uses.
Bound to Learn Something
After watching some many people perform great feats of their own the mimic eventually retains some of that skill for themselves. At 6th level the mimic adds half their proficiency bonus to any untrained skill or kit. This does not stack with the Copycat or Anything You Can Do abilities.
Long Term Memory
The mimic is finally able to retain some of the form and technique required to perform abilities on their own. At 6th level the mimic can remember any one thing they copied with the copycat ability (in the last hour) indefinitely. The remembered spell, attack, form, movement, language or ability can be replaced with another later on but the new memorized ability replaces the previous one as the mimic can only remember one ability at any time unless they are granted more from a specialty or a future ability. Any time they perform this ability they must still spend points to use it as normal. Memorized languages can be used freely at will with no additional points spent past the point spent performing the language the first time it was copied. If the ability was movement it is automatically 30 feet, but any other special conditions of the moment apply, and they may still dash with an additional point spent and bonus action while movement is in their long term memory.
I Can Do Better
Starting at 9th level, whenever the mimic uses the ability “Anything You Can Do” the mimic adds half its proficiency bonus to the result. This ability does not change a normal roll to a critical hit.
More than Skin Deep
Starting at level 14 the mimic can cast Alter Self at will without needing any spell components.
Specialties
Arcane Specialty
Cantrips
At 1st level, you know two cantrips of your choice from any spell list. You learn one additional cantrip of your choice every odd level.
Spellcasting Ability
Charisma is your spellcasting ability for your copied spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You do not need any spellcasting focus, but the mimic does require their hands free and their mouth unobstructed to use their copycat ability.
6th level – The mimic may add its charisma modifier to damage rolls made with cantrips it obtained from this class.
10th level - The mimic can now remember two spells with the Long Term Memory ability that don’t count towards the original Long term memory that the mimic has. These extra two long term memories must be spells, but can be traded out for other spells as normal per the long term memory ability. The mimic must still spend points to cast them. As the mimic learns more and more about copying spells they learn how to unravel them along the way. In addition, the mimic always has the spell Counterspell memorized. This is separate from the Long Term Memory and does not count as the remembered spell. The chooses the number of points to spend on the ability (minimum 3) and it is casted at a level equal to the number of points spent, and can be cast as a reaction as normal.

17th level - The mimic can now use any wands or staves regardless of any class or race requirements. The mimic’s ability to unravel and replicate spells on the fly reaches it’s pinnacle. After using counterspell as normal, if the spell is successfully countered the mimic can instead choose a new target for the spell according to the rules of the spell as written. The mimic spends points as normal for this counterspell but cannot redirect a spell again until completing a long rest.
Combat Specialty
1st level - gains proficiency in medium armor, shields, and all martial weapons. The mimic gains its choice of fighting style from the following options: Archery, Defense, Dueling, Two Weapon Fighting
6th level – Attacks made with conjured weapons count as magical for the purpose of overcoming magic resistance. The mimic can now conjure any nonmagical weapons from the weapons table outside of the copycat ability. Multiattack, when you take the attack action you may make one additional weapon attack.
10th level – If the mimic is using copycat to attack, any magical weapon effects are now copied as well. The mimic is proficient in all weapons it conjures as part of the copycat ability even if the weapon is normally not usable by medium creatures, and it does not suffer penalties due to size difference when wielding them. The mimic is not proficient in them outside of this ability). Any copied weapons counts as a +1 weapon if it didn’t already have this effect.
17th level - counts as any class or race to equip any magical weapon with class or race requirements. Any copied weapons counts as a +2 weapon if it didn’t already have this effect.
Form Specialty
1st level – The mimic can transform into any mundane non-living object it has seen in the last hour. This does not cost points to do, they maintain their stats but may not use any of their abilities, and cannot take any actions except for transforming back as a bonus action. They can move at a rate of 10 feet per turn. The object must be medium or smaller and weigh equal to or less than the mimic’s normal weight. This mimic can use the actions section of a normal mimic using its own stats for attacks. It also gains the False appearance trait. Bite and Psuedopod may use the mimic’s strength or dexterity.
6th level – The mimic can now remember two forms with the Long Term Memory ability that don’t count towards the original Long term memory that the mimic has. These extra two long term memories must be forms, but can be traded out for other forms as normal per the long term memory ability. The mimic must still spend points to transform into them. Any attacks you make with your forms count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
10th - The mimic can take the forms of creatures other than beasts. You cannot access any spellcasting the creature has, and the creature must be one that there are multiple of (no named NPCs). Any non-beast creature must be a maximum of one forth your druid level instead of one third and must be approved by your DM. The creature still costs a number of points equal to its CR.
17th – Archmimic. The mimic no longer requires points to transform.