Imposter Origin (5e Subclass)
Imposter Origin[edit]
Suserer Subclass
Not much is known about the origin of imposter sorcerers. Some say they are associated with doppelgangers, while others claim they descended from the multicolored inhabitants of a vessel that fell from the sky. Some imposter sorcerers themselves take it a step further and believe that they once did not have any powers at all, but were killed and replaced by an aberrant creature that flawlessly copied their personality and memories. Despite appearing normal, an imposter sorcerer emits a constant aura of suspicion and distrust. Some try to suppress this aura and live their lives as normal, while others learn to control it and direct it to affect others.
Sneaky[edit]
1st-level Imposter feature
Your origin grants you talents some may deem unscrupulous. You gain proficiency in two of the following skills: Stealth, Sleight of Hand, Persuasion, or Deception. Alternatively, you gain proficiency with one of the previous skills and thieves' tools.
In addition, you gain darkvision out to 60 feet. Unlike normal darkvision, you can discern color in dim light and darkness, not just shades of gray. If you have darkvision from another source, the range of that darkvision is added to the darkvision gained from this subclass.
Sabotage[edit]
1st-level Imposter feature
Your aura allows you to detriment the efficacy of others. As a reaction to a creature within 60 feet of you that you can see succeeding on an ability check, attack roll, or saving throw, you can force them to roll a second d20, taking the lower of the two rolls as the result and potentially causing them to fail.
You may use this feature a number of times equal to your Charisma modifier, regaining all uses upon the completion of a short or long rest.
If you have sorcery points, you can expend 2 sorcery points to use this feature instead.
Divert Blame[edit]
1st-level Imposter optional feature (enhances Sabotage)
You can redirect the ire of those after you onto others. As an action, you may expend a use of your Sabotage feature and choose a hostile creature within 60 feet of you that can see and hear you. Choose a second creature within 60 of that creature that both you and the first creature can see. The first creature must succeed a Wisdom saving throw against your spell save DC or become indifferent to you and hostile to the second creature. A creature who succeeds on this saving throw is immune to this effect for the next 24 hours.
This ability has no effect on creatures with an Intelligence score of 4 or lower.
If you have sorcery points, you can expend sorcery points in conjunction with this feature to affect one additional creature for each sorcery point spent.
Vent[edit]
6th-level Imposter feature
You aura becomes potent enough to momentarily cause space itself to become doubtful. As long as no creatures can see you, you can expend 2 sorcery points as a bonus action on your turn to teleport to a location within 200 feet that you have seen or been to previously. If a creature would see you arrive at that location, this ability fails.
In addition, your body has become exceptionally pliable. You can fit through a space no larger than 8 inches across without squeezing.
Kill[edit]
14th-level Imposter feature
You become aware that the power to take life instantly resides within your form. As an action you can target one creature within 5 feet of you that is either unaware of or friendly towards you. If the creature has fewer hit points than 5 times your sorcerer level, it instantly dies. Otherwise, it must succeed a Constitution saving throw against your spell save DC or have its current hit points reduced by half.
Once you use this feature, you must finish a long rest before you can use it again.
Omnipresence[edit]
18th-level Imposter feature
You aura has become so powerful it pervades even when you aren't there, corrupting the very perception of the fabric of the universe. As an action, you can expend 10 sorcery points and target a creature within 60 feet of you that can see you. That creature must make a Charisma saving throw against your spell save DC or become cursed. While this creature is cursed, it becomes haunted by your visage, seeing it silently appear in ordinary objects and other creatures it interacts with. Once every 24 hours afterward, you can send a psychic reminder of your visage to this creature, allowing you to perceive a mental picture of its surroundings within 30 feet. When you send this psychic reminder, you can also choose for up to two of the following effects to occur:
- The creature must succeed an Intelligence saving throw against your spell save DC or take 1d100 psychic damage.
- You teleport to an unoccupied space within 30 feet of the creature. If a creature would see you arrive at this location, the teleportation fails.
- You may attempt to bestow the curse upon a second creature within 30 feet of the first. The second creature must succeed a Charisma saving throw against your spell save DC or become affected with the curse.
A 9th-level remove curse can dispel this effect from a creature, and you can have up to a number of creatures equal to your proficiency bonus affected at a time. You may end the curse on an affected creature at any time.
This ability has no effect on creatures with an Intelligence score of 4 or lower.
You can send a psychic reminder even if you are dead. If you are dead and the creature dies from the psychic reminder, you immediately come back to life at 1 hit point as that creature. You keep your sorcerer abilities and mental ability scores, but use all other statistics of the new creature.
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