Reincarnated as a Mimic, now that is something...
Played | 12 times |
Cloned | 1 times |
Created | 12 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Find Familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. The familiar acts independently, obeying your commands, and can communicate telepathically with you while within 100 feet. It can deliver touch spells and reappears after being dismissed or when you cast this spell again.

Conjure Animals
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: one beast of challenge rating 2 or lower, two beasts of challenge rating 1 or lower, four beasts of challenge rating 1/2 or lower, or eight beasts of challenge rating 1/4 or lower.

Spirit Call
You summon a spirit or elemental to aid you in battle. At 2nd level, you can summon a CR 1/2 elemental or spirit, such as a fire sprite, which has an AC of 13 and 20 HP, dealing 1d8 damage on its turn. When cast at 3rd level, you can summon a CR 1 creature that possesses a special trait, like a healing aura that restores 1d4 HP to allies within 10 feet. This spell requires concentration and lasts for 1 minute.

Pact Binding
You forge a powerful bond with summoned creatures, enhancing their combat prowess. When you summon a creature using a spell like Conjure Animals, it gains a +2 bonus to attack and damage rolls, making them more formidable in battle. At B-Rank, you can maintain concentration on two summoning spells at once, provided their combined spell level is 4 or lower.

Radiant Ward
You create a shimmering ward around a creature, preventing undead and fiends from approaching within 5 feet unless they succeed on a Wisdom saving throw. At higher levels, the ward expands to protect all allies in a 10-foot radius and deals radiant damage to any undead or fiends that fail their saving throw.

Blessed Touch
As an action, you can touch a creature to restore hit points equal to 1d4 plus your Wisdom modifier, or remove one level of exhaustion from the target. At C-Rank, you can affect up to two creatures within 5 feet of you, and you can use this ability a number of times equal to your proficiency bonus per long rest.

Arcane Arrow
You imbue your next ranged weapon attack with arcane energy, causing it to deal an extra 1d6 damage of your choice (fire, lightning, or force). When cast at a higher level, the attack creates a burst of energy that damages nearby creatures, forcing them to make a Dexterity saving throw to avoid some of the damage.

Hawk’s Eye
As a bonus action, you gain advantage on your next ranged attack roll this turn and ignore half cover. At C-Rank, you can detect hidden or invisible creatures within 30 feet by making a Wisdom (Perception) check against a DC of 15 for 1 minute. You can use this feature a number of times equal to your proficiency bonus per long rest.

Veil of Deceit
You become invisible until you attack or cast a spell. At higher levels, you can create a minor illusion of yourself that moves as you direct for the duration, enhancing your deceptive capabilities.

Shadow Step
As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see, avoiding opportunity attacks. You gain advantage on your next attack roll before the end of your turn. At C-Rank, you can move through objects up to 1 foot thick, provided you end in an open space. You can use this ability a number of times equal to your proficiency bonus per long rest.

Elemental Burst
Unleash a powerful burst of elemental energy, choosing between fire, cold, or lightning to strike a target. The spell deals significant damage and can have additional effects based on the chosen element and the caster's rank. At C-Rank add another effect. At B-Rank, target up to two creatures. Dexterity saving throw.

Mana Focus
As a bonus action, empower your next spell cast before the end of your next turn. The spell’s damage or healing increases by 1d6 (elemental or force). At B-Rank, you can also increase the spell’s area by 5 feet or duration by 50%. Usable twice per long rest.

Iron Resolve
You gain resistance to one type of damage: bludgeoning, piercing, or slashing for the duration. When cast at a higher level, you can gain resistance to two types of damage at C-Rank, and at B-Rank, you can also gain resistance to one magical damage type, such as fire. This spell requires concentration to maintain its effects.

Cleaving Strike
As a bonus action after hitting with a melee weapon attack, you can make an additional attack against a different creature within 5 feet, dealing half the weapon’s damage die. At C-Rank (Level 5), add your Strength modifier to the damage. At B-Rank (Level 7), the attack deals full weapon damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Mimic Form
You transform your body into a malleable, mimic-like mass, gaining the Amorphous trait, resistance to bludgeoning damage, and the ability to attack with a pseudopod. Your AC becomes 10 + Dex modifier + Con modifier, and you gain blindsight 10 ft. and tremorsense 30 ft. to sense vibrations.
Shapeshift
As an action, transform into a Medium or Small object or creature you've absorbed, retaining your stats but gaining cosmetic traits. In object form, you're indistinguishable when motionless with a DC 8 + proficiency + Charisma to detect. Lasts 1 hour or until you revert (no action). At 9th level, in object form, move at half speed or mimic Large creatures.
Absorption
A spell that allows the caster to absorb a trait, spell, or ability from a creature or magical item they have defeated or consumed, gaining temporary access to its powers as well as its racial form.