Sussy Imposter (5e Subclass)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Among Us franchise, and/or include content directly affiliated with and/or owned by Innersloth. D&D Wiki neither claims nor implies any rights to Among Us copyrights, trademarks, or logos, nor any owned by Innersloth. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Sussy Imposter[edit]

Rogues who choose to take the path of the sussy imposter use vents and sabotage to great effect and call meetings to trick their foes into killing each other.

An example of a sussy imposter with some exceptional drip
Imposter Sight

At 3rd level, you gain 60 feet of darkvision being able to see clearly in dim light and darkness as if it were dim light. If you already have darkvision it is increased by 60 feet.

Sus

At 9th level you can cast disguise self innately without components You can use this ability once, regaining usage after finishing a short rest. You also have proficiency in disguise kits. You also have advantage on Deception checks to pass blame or fake an alibi.

Venting

At 13th level, you gain the ability to manifest a network of vents that you can use to travel around the battlefield. On your turn, you can choose one point within 30 feet to manifest a vent of 5ft x 5ft as an action and enter it. On subsequent turns, you can use your entire movement speed to travel between vents and a bonus action to enter a vent. You do not need to use your bonus action to enter a vent on the turn you manifest it. You can choose to remain inside a vent a number of rounds equal to your proficiency bonus per long rest, when inside a vent you have advantage on stealth checks to remain hidden. You can only enter vents if you are standing on top of them and vents disappear after 1 minute. You can have no more than 3 vents at a time.

Emergency Meeting

At 17th level, you gain the ability to call an emergency meeting. Using your action and bonus action you sound a loud buzzer that blares across the area and all creatures within 30 feet of you are teleported to your location. All creatures affected by this ability including yourself must make a charisma check. Any affected creature that has two or more allies present in the meeting gains advantage on this check. The affected creature with the lowest roll once all affected creatures have made the check is instantly hurtled through the air, being pushed 30 feet in a random direction and take bludgeoning damage equal to your sneak attack die. The damaged creature will be seen as sus and has disadvantage on charisma checks made until you leave. You can use this ability once per long rest.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: