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Mimic

Those Rogues who take it upon themselves to embody the Mimic archetype take after the monstrosities they are named for. With a suite of abilities involving mimicry of both form and skill, Mimic Rogues are not only powerful friends, but dangerous foes. They use an innate magically ability, that allows their shadow to shape and form into copies of what they can perceive.

Mimicry

When you choose this archetype at 3rd level, you gain the ability to copy the skills of another creature. When rolling a skill or ability check you can instead choose a creature within 30 feet of you and roll using its statistics for the ability or skill. You can only copy a creature's statistics if you know the creature well, having spend at least 1 hour observing the creature. You can't use this ability on saving throws. Once you use this feature, you can't use it again until you finish a short or long rest.

Imitate

Also starting at 3rd level, when a creature you can see is using an action or bonus action or a triggered ability, such as an Imp's polymorph or a wolf's pack tactics, you can use your reaction to attempt mimic it. If the creature is unwilling, you need to succeed on an Intelligence (Investigation) check against a DC equal to 10 + the targets level or challenge rating to copy the ability. You can use this feature a number of times equal to your Proficiency modifier and need to finish a long rest to regain expended uses.
You can only copy one feature at a time and only from a creature with a CR or level equal to your rogue level divided by 3 (rounded down).
You gain the benefits of the copied ability until the end of your next turn or until you use it once.
You can't imitate features that are inherent to a magic item.
You can't mimic spells or a creatures spellcasting ability.

Impersonation

At 9th level, you can perfectly impersonate another humanoid, taking on its form. You need to spend at least one hour studying a small or medium humanoid you want to impersonate. After that, you can use an action to polymorph into the humanoid. You can use this feature twice. You regain expended uses when you finish a long rest. You can only impersonate a creature with a CR or class level equal or lower to your rouge level. You can impersonate a creature for a number of hours equal to half your rogue level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit point, or die. You can remember only one impersonation at a time. You can change your impersonation by studying another humanoid for another hour, gaining the new form and loosing the old. When you reach 13th level you remember an additional impersonation. While you are impersonating a creature, the following rules apply:
  • You look indiscernible to the creature you impersonate. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
  • You retain your game statistics, hit points and Hit Dice, alignment, personality, all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the its bonus is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • You can't cast spells. Impersonating doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • The benefits of any features from your class, race, or other source are replaced by the features of the creature you are impersonating.
  • You retain all of your equipment, and do not gain any equipment the impersonated creature owns. However, your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Infiltration

At 13th level, you can infiltrate a creatures mind, controlling their any move. Using an action you can touch a creature and force it to make an Intelligence saving throw against a DC equal to 8 + your Proficiency bonus + your Intelligence modifier. On a failed save, the creature is charmed by you and follows each of your spoken commands to the best of its abilities. On a success, the creature isn't charmed and is immune to this effect for the next 24 hours.
While a creature is charmed by you through this feature, you can't use bonus actions or reactions. Furthermore, you see through the charmed creatures eyes and hear what it hears, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. While the creature is within 100 feet of you, you can communicate with it telepathically. The creature can make another Wisdom saving throw at the end of each of its turns. If it succeeds it is no longer charmed by you.
You need to finish a long rest before you can use this feature again.

Perfect Clone

At 17th level, you can use an action creating a perfect clone of yourself out of your shadow. The clone has the same shape and size as you, as well as the same statistics, features, and abilities (except the abilities gained from this archetype), but only halve of your current hit points. The clone doesn't gain your spellcasting ability or spells.
The clone is created with copies of your equipped weapons and armor, but otherwise doesn't have access to your equipment.
As a bonus action on your turn, you can move the clone up to your movement speed to a space you can see, but it must remain within 120 feet of you. It can then immediately use an action.
The clone lasts for 10 minutes or if it drops to 0 hit points. You need to finish a long rest before you can use this feature again.

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