Base Class: Warlock
For one reason or another, you have a connection to the Impostor, granting your specialized abilities. This connection grants you a series of unorthodox and rare magical powers relating to the specializations and natural abilities the impostor has.
Expanded Spell List
The Impostor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Impostor Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Suspicious nature
Vent: At a limit of once per turn you may cast misty step as a free action, without using a spell slot, regardless of whether you have the spell prepared. The effect works similar to venting in among us only from where you stand to a position within 30ft. If you are within 5ft of an enemy after you arrive at your destination you may also make a weapon attack with advantage as your action for your turn. You can use this ability a number of times equal to your Charisma modifier, and it resets on a long rest. In addition, misty step is always able to be cast as a free action (still once per turn) and you can always make the attack mentioned above afterwards even if you cast it as a spell without using this ability.
Sneak Attack: You may, if you have advantage on an attack, deal an additional 1d6 damage. This may be used in conjunction with another "Sneak Attack" ability (Ie. the rouge class ability). Additionally this 1d6 damage can be used for cunning strikes if you have them as an option. This ability can only be used once per turn. This damage increases by 1d6 at levels 5, 9, 13, and 17
Suspicious Sabotage
Starting at 6th level, you can call on the power of the impostor to sabotage the world around you, manipulating situations to your advantage and giving you the edge in combat. You may, as an action, magically trigger a number, up to your proficiency bonus, of the following effects, in a radius of 60ft. You can use this ability once per short rest
Doors: You instantaneously cause all windows, doors, and trapdoors to slam shut. They become locked until the end of your next turn.
Oxygen: You cause up to 5 creatures within range to make a CON save or take 1d4 force damage.
Reactor: You cause 1 creature within range creature to take 2d6 acid damage at the end of their next turn.
Comms: You cause every creature within range radius to go magically deaf for 1 round. They can still speak and thus cast spells.
Lights: You cause all light within range to be instantaneously extinguished, this effect lasts till the end of your turn at which point magical lights return but fires are still extinguished.
Shrooms: You fill a 5ft radius space with a toxic fungal gas which forces all creatures to make a CON saving throw which on a fail stops the creature from targeting another specific creature for 1d4 rounds. They instead target a creature at random. This applies to any abilities that use targeting a single or group of targets. Any spell with an area of effect behaves normally.
Mimicry
Shifty Appearance: Starting at 10th level, when you cast Alter Self, you may choose to perfectly mimic the appearance of another humanoid you have observed within the last week. You can use any or all of the 3 abilities of alter self in order to do so. In addition the spell no longer requires concentration, and the duration is until your next short rest at which point the spell is ended. Creatures who know the person you are imitating must succeed a INT save against you deception score to know it's you. Creatures that know the person well (good friends, distant family) have advantage and creatures that know the person extremely well (spouse/child) succeed automatically.
THE AMONGUS POTION
At the end of a long rest you may craft the among us potion by partaking in a ritual which involves getting freaky. When you perform this ritual, choose a number of creatures up to your charisma modifier. Then at 3 am, if you consume the potion, you all may return like your father after he disappeared in 1998. You may only have one potion crafted at a time, if you perform the ritual again the first potion is destroyed. Drinking the potion requires an action, and grants a number of the following benefits equal to your charisma modifier (minimum 1), you choose the effects upon creation of the potion and they are triggered on consumption:
Return: Choose a selection of the creatures who benefit from the amongus potion who are within 30 feet of you. When you drink the amongus potion you may teleport all of those creatures back to the location you took your long rest at. Additionally, if any of the creatures are on the list you chose during your long rest, and they are unconscious, but not dead, they are restored to 1 HP. For each extra point you allocate here, you can choose 2 additional creatures, upon drinking the potion, to teleport back
Guardian Angel: You and all the people on the list gain a +2 to your AC and temporary hitpoints equal to 5 times your charisma modifier. These effects last 1 minutes. Additional Uses: If you allocate more than one of your benfit options the temporary hitpoints increase by 10 and last for any extra minute.
Gatorade: Hydration and electrolytes fill the potion in inhuman amounts. Those who were chosen at your rest remove 1 point of exhaustion, those who have had their STR DEX or CON scores decreased can restore one of the stats by one point. Additional uses: If you allocate one more point of your benefit options the selected characters may restore one additional point from the same stat or a different one. For every two additional points allocated you increase the reduction of exhaustion by 1 additional point as well.
Dark Web Origins: The amongus potion is from the deepest parts of the dark web, cloaking the individual and his allies in shadow magic. Each beneficiary of the potion gains the invisible condition until they make an attack or cast a spell or cause damage in any way to a target. This invisibility lasts 1 round per point allocated to this option.
Previous Versions
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7/23/2025 12:18:22 AM
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18
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1.0
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Coming Soon
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