The Imitar
A small band of adventurers stops to camp in the woods. As they roast some game over their campfire, they hear a low, guttural growl from the dark woods encircling their camp, and see a pair of glowing eyes. Fearing a wolf, they reach for their spears, but relax a bit when an elf slowly steps out of the shadows, wearing ragged scraps of clothing. Suddenly, the elf snarls and springs at the nearest adventurer, going for the soft flesh of the neck, sharp canines piercing the flesh, blood running down his chin. Minutes later, all the adventurers lay dead, while the elf sits by the campfire, eating food that they had been preparing.
A female orc walks into a tavern. Inside, there is a group of halflings playing a strange and complicated game involving dice and bouncing balls. The barkeep notices her interest, chuckles, and says, "Don't pay any mind to them, mistress. Rintin is a halfling game; none but the little folk have the fingers for it." Undiscouraged, she watches intently for a few minutes, and then asks to join the game. The ball bounces, the dice are rolled and quickly re-rolled, and a few seconds later, the halflings are stunned. They've never known any orc to be able to play the game as this one just did. She collects her winnings and walks away, a smirk on her face.
A teenage dragonborn walks along a dirt road, headed back to his parents' farm from town. He hears some rustling in the bushes and trees alongside the road, and
suddenly 3 bandits leap out of the undergrowth, demanding money. "Please! Stop! This is all I have!" The young dragonborn starts to panic, but one of the bandits waves his hands, and suddenly the young boy can't move. The bandits grab the boy's coinpurse and head off down the road, chuckling to themselves at the ease of it all. A minute later, they hear the scuff of boots on the dirt behind them. They try to turn around to see who's approaching, but suddenly, their muscles and joints lock up. They feel the rough scratching of dragonborn scales against their skin as their bags are emptied. The bandits are left there, paralyzed, and the young dragonborn walks off down the road, looking back at them once before going out of sight. It isn't until the spell wears off that they figure out how much coin he left them, if any.
They who imitate
For a long time, this kind of behavior didn't have a name. Eventually, people started calling them Imitari, meaning 'they who imitate'. Imitari don't have much in common with most people. Often, an imitar’s past is filled with solitude and exile, voluntary or otherwise. No matter their surroundings, an imitar learns to adapt, but often in unusual ways. They adapt to each situation by learning the abilities used against them and using those abilities for themselves. No matter the form of their power, an imitar can be a useful ally to have on your side, or a formidable opponent standing in your way.

The Imitar
| Level | Proficiency Bonus | Focus Points | Features | Entitic Damage |
|---|---|---|---|---|
| 1st | +2 | 3 | Memorize, Focused Defense | --- |
| 2nd | +2 | 3 | Imitar Expression | --- |
| 3rd | +2 | 4 | Entitic Essence | 1d8 |
| 4th | +2 | 4 | Ability Score Improvement | 1d8 |
| 5th | +3 | 5 | Refocus | 2d8 |
| 6th | +3 | 5 | Quick Learner | 2d8 |
| 7th | +3 | 6 | Imitar Expression Feature | 2d8 |
| 8th | +3 | 6 | Ability Score Improvement | 2d8 |
| 9th | +4 | 7 | Instant Recall | 2d8 |
| 10th | +4 | 7 | 2d12 | |
| 11th | +4 | 8 | Anticipation | 2d12 |
| 12th | +4 | 8 | Ability Score Improvement | 2d12 |
| 13th | +5 | 9 | Imitar Expression Feature | 2d12 |
| 14th | +5 | 9 | Improved Adaptation | 2d12 |
| 15th | +5 | 10 | 3d12 | |
| 16th | +5 | 10 | Ability Score Improvement | 3d12 |
| 17th | +6 | 11 | Environmental Adaptability | 3d12 |
| 18th | +6 | 11 | Critical Focus | 3d12 |
| 19th | +6 | 12 | Ability Score Improvement | 3d12 |
| 20th | +6 | 12 | Imitar Expression Feature | 3d12 |
Creating an Imitar
When creating an imitar, consider the relationships they might have with others. The abilities of an imitar may make them outcast in some societies, but they do still need to live near other living things in order to make use of their abilities. This can create strain between people, and help to create interesting characters.
Quick Build
You can make an imitar quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the hermit or outlander background.
Class Features
As an imitar, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per imitar level
- Hit Points at 1st Level: 8 + your Constitution modifier modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per imitar level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: Quarterstaves, Daggers, Whips, Darts, Slings, Clubs
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Persuasion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a whip and a dagger
- (a) a sling and 20 stones or (b) 20 darts
- (a) scale mail or (b) leather armor
- (a) an explorer's pack or (b) a dungeoneer's pack
Imitar Ability DC
Imitar Ability DC = 8 + your proficiency bonus + your Intelligence modifier
Multiclassing and The Imitar
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an imitar.
Proficiencies Gained. If imitar isn’t your initial class, here are the proficiencies you gain when you take your first level as an imitar: light armor, medium armor, quarterstaves, daggers, whips, darts, slings, clubs.
Focus
You have a number of Focus Points as shown on the Focus Points column of the Imitar table. These represent your ability to focus your attention on some of the more powerful or long-lasting aspects of creatures you've observed, or to split your attention between your varied abilities. You regain all of your Focus Points at the end of a short or long rest.
Memorize
At 1st level, you can Memorize the attacks of others and use them for yourself. When you see another creature hit with a melee weapon attack, you can use your reaction to make an Intelligence (Nature) check against a DC of 8 + the level or Challenge Rating of the creature that made the attack, with a maximum DC of 25. If you succeed, you Memorize that attack - note the amount of damage the attack did, excluding any additional damage effects. Memorizing an attack requires your concentration.
You can concentrate on a Memorized Attack until you begin your next long rest, or until your concentration is broken. While you have an attack Memorized, you can use it with the Recall ability.
Recall
This special action allows you to spend 1 Focus Point to make a melee weapon attack with a range of 5 feet. You are proficient with this attack, and you add either your Strength or Dexterity modifier to its attack roll. It does damage equal to the damage of the memorized attack. You may choose its damage type, between bludgeoning, piercing, or slashing. You cannot use this attack outside of this special action, unless otherwise specified.
If you land a critical hit using this ability, roll your Entitic Damage and add that the total, instead of doubling anything.
Focused Defense
Also at 1st level, you can focus your mind on the situation and prepare to better defend yourself against attacks. As a bonus action, you can use 1 Focus point to increase your AC by a value equal to your Intelligence modifier until the end of your next turn.
About 'additional damage effects'
For the purposes of your Memorized Attacks, 'additional damage effects' means any additional damage that does not happen every single time that attack is made, or extra damage that only applies after a saving throw. For example, additional poison damage from a poisoned weapon, radiant damage from a divine smite, or extra damage from a critical strike all count as additional damage effects.
If you're unsure about whether the damage taken from an attack includes any additional damage effects, ask your DM!

Imitar Expression
At 2nd level, choose your Imitar Expression: Wilder, Otherworldly Prodigy, or Channeler, all of which are detailed at the end of the class description. Your choice determines the situations and opponents you're best able to adapt to, and grants you features at 2nd level and again at 7th, 13th, and 20th level.
Entitic Essences
Starting at 3rd level, you gain the ability to, through close study and evaluation, learn and retain the essence of various types of creatures that you come across. You can retain a number of essences equal to your Intelligence modifier (minimum 1). If you must remove an Entitic Essence, either because your ability modifier decreased or because you learned a new one, you may choose which to discard. The Entitic Essence options are detailed at the end of the class description.
When you reach 3rd level, you gain knowledge of up to two Entitic Essences, one of which must be Humanoid.
Entitic Adaptation
Although you can learn multiple Entitic Essences, you can only adapt to one at a time. In order to adapt to an Entitic Essence, you must meet all prerequisites listed for that Essence. Adapting a new Essence requires 1 hour in complete focus, aligning your body and mind with that of the entity. While adapted, you gain all the abilities of that Entitic Essence.
Learning New Entitic Essences
During your travels, when you find an entity and would like to learn its essence, you may use an action and spend 1 Focus Point to make an Intelligence (Nature) check against a DC of 10 + the level or Challenge Rating of the creature, with a maximum DC of 30. This ability has a range of 10 feet.
If you succeed, you learn the Entitic Essence of that type of creature. If you fail and later wish to try again against the same type of creature, you may add +3 to your roll for each time you've failed to learn that creature's essence since your last long or short rest.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Frenetic Refocus
At 5th level, you gain the ability to frantically gather your thoughts. Once per long rest, as a bonus action, you may activate this ability to regain all your Focus Points and gain a level of exhaustion.
Quick Learner
At 6th level, you're so practiced at copying others, you only need to see something done once before you can repeat the process easily. As a reaction when you see another creature make a saving throw, ability check, or skill check involving a tool, instrument, or gaming set, you can use 1 Focus point to gain proficiency in that saving throw or ability for 1 minute. If you made a saving throw or skill check from the same triggering effect, you can apply this bonus to the result of your own roll retroactively.
Using Memorized Attacks
When using memorized attacks, imitari might use varying methods to replicate the abilities of creatures they witness. Some may scratch, claw, punch, and bite with their own bodies, while others might use tools and weapons to slash and pummel. Others may use small bits of magic or other inexplicable means to accomplish the same things.
Role-playing how your imitar might perform these memorized attacks is part of the fun!

Anticipation
At 11th level, concentration brings you to a heightened state of awareness. While you are concentrating on a Memorized ability and you take damage, you can use your reaction and 1 Focus Point to roll your Entitic Damage and reduce the damage taken by that amount. This damage reduction is applied before any resistances.
Improved Adaptation
At 14th level, you gain the ability to adapt to two different Entitic Essences at the same time. Additionally, you can now retain a number of Entitic Essences equal to 3 + your Intelligence modifier (minimum 1).
Environmental Adaptability
At 17th level you adapt quickly to new environments, and can make yourself at home everywhere you go. When you are subjected to a lair ability or an effect emanating from a particular location or plane, you have advantage on any save to resist its effects, and resistance to any damage that it would deal.
Critical Focus
At 18th level, you learn to study your opponents’ movements to such an extent that you can duplicate their successes at will. When you or an ally you can see within 120' is critically hit by a spell or attack, you may use your reaction to make an Investigation check with a DC of 20. If you succeed, the next time you make an attack roll before the end of your next turn, you can spend 1 Focus point instead of rolling the die to replace the roll with a natural 20.

Imitar Expressions
An imitar’s talents can express themselves in one of three different ways. They are often linked to your background - imitari tend to learn to imitate those creatures that they are around most often. Of course, that is not always the case. An imitar’s talents may also be hidden, practiced in secret, until they happen to get in a situation where they suddenly become useful.
Wilders are especially adept at duplicating the actions of monsters of the wilds, developing unusual animalistic qualities while still remaining humanoid. Otherworldly Prodigies are known for their strange and disturbing abilities, some of which seem to come from realms beyond our own, while others may seem to merely twist normal human ability to the pinnacle of chance. Finally, Channelers are adept at duplicating magical effects that they see others cast.
Wilder
The Wilder is often pictured as a feral orphan, left alone in the wild, who survives by living like the wild animals nearby. This is only sometimes true. Whether a small child or not, it takes a flexible mind and a great deal of intellect to be able to study the movements of beasts and train yourself to be like them.
Looking to play a Wilder?
Like most Imitars, Wilders are often portrayed as outsiders, and as such, may create conflict within a party. As you play, remember that the nature of the imitar is adaptability, and that they are most likely quite intelligent.
As your wilder levels up, they'll quickly learn more about different types of creatures and societies, which allows them to branch out socially and lose some of that initial solitary nature and social inexperience.
Of course, this is just one way to play a wilder. Yours may not be an outsider at all!
Hardy Lifestyle
At 2nd level, your hit die for the imitar class becomes a d10 (this applies to both your maximum HP calculation, as well as your hit dice for healing during a short rest). Additionally, you gain proficiency in Nature. If you already had proficiency in Nature, you instead gain expertise.
Feral Instincts
Also at 2nd level, you develop the instincts of an animal to respond to danger. As a bonus action, you may use 1 Focus Point to activate this ability to raise your awareness and prepare to flee if necessary. Until the end of your next turn, if a hostile creature moves next to you, you may use a reaction to move up to half your movement speed without provoking opportunity attacks from that creature.
Extra Attack
At 7th level, you can attack twice, rather than once, when you take the attack action on your turn.
Immersive Adaptation
From 13th level, your entitic essences become so ingrained to your core when you adapt to them that even those types of creatures have a hard time realizing that you’re not one of them. Whenever you interact with a creature of the same type as one of your attuned Entitic Essences, that creature is naturally charmed by you.
While charmed in this way, it will treat you like a friend until you or your allies damage it. If you or your allies take actions that seem harmful but not damaging, the DM may choose to have the creature make a Wisdom (Insight) check contested by your Imitar Ability DC, to determine whether the creature is still charmed.
Spontaneous Evolution
At 20th level, you have attained the ability to rapidly adapt to new entitic essences at will. As a bonus action, you can spend 1 Focus Point to attune to a new entitic essence for 1 minute. This does not require you to remove any of your other attuned essences. You can use this ability once per short rest.

Otherworldly Prodigy
An otherworldly prodigy, like other imitari, is able to replicate the actions of other creatures. However, even they aren't always sure how they're able to do these things. Some describe time and space folding around them to make it seem like their limbs were misshapen, while others say that they seemed to move too quickly to comprehend. Most don't bother trying to describe it at all.
Assume Form
Starting at 2th level, you can spend 1 Focus Point to briefly become one of your allies, directly siphoning off a bit of their ability for a moment. As an action, you can choose a willing creature within 60 feet. That ally may take an action, using their own stats and resources, as if they were standing in your space and it were their turn. If your ally chooses not to take an action, you can remain in their form for up to 10 minutes, or until you end the effect with a bonus action.
Disturbing Powers
Also at 2nd level, your abilities carry the power to captivate or unnerve opponents. Whenever you spend Focus Points, you can choose a creature that can see you within 60 feet, and choose whether to captivate or unnerve. That creature must succeed on a Wisdom saving throw vs your Imitar Ability DC or become either charmed or frightened of you until the end of your next turn.
Otherworldly Movement
At 7th level, you gain the ability to slide through space with no motion. Your movement does not trigger attacks of opportunity, and you are no longer affected by difficult terrain.
Additionally, you can activate this ability as an action for 1 Focus Point, to cause disruptions to the fabric of the plane as you move through it. Until the end of the turn, when you move out of a space, that area becomes impassable and opaque. This effect strings together to form a wall, and can extend up to 10' either above and below you (to form a vertical barrier) or to the left and right of you (to form a horizontal barrier). The disruption extends into the Ethereal plane, and lasts until the start of your next turn.
Mirrored Mending
At 13th level, you learn how to replicate the closure of wounds when you see it. When you see a creature within 60' regain hit points, you can use your reaction and spend 2 Focus Points to cause a willing creature to regain the same amount of hit points.
Transference
At 20th level you have found a way to go further than just memorizing and adapting. With the right inputs, and willing minds, you have discovered a way to convey the essences of creatures directly to your allies' minds. As an action, you can use 3 Focus points and choose up to 6 willing creatures within 60 feet. All chosen creatures gain the benefits of all of your Adapted Entitic Essences for 1 hour, as if they had adapted to those Entitic Essences as well.

Channeler
A Channeler is someone adept at copying magical effects that they see performed. Some think they are Sorcerers - drawing on the magical energies from within themselves to power their spells. Some think they are Wizards, studying the incantations and movements as others perform their rituals. In truth, neither is true. Channelers typically discover their power by accident - aping the movements of a powerful mage. And while they may not learn magic in the same ways as other mages, their power does grow, nonetheless.
Magically Attuned
At 2nd level, you gain proficiency in Arcana, and you can use an arcane focus as a spellcasting focus for your Memorized spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.
Arcane Memory
Also at 2nd level, you learn to duplicate magical effects. When you can see and hear another creature cast a spell, you may use your reaction and make an Arcana check to attempt to Memorize it. The DC is 10 + the spell’s level. If you succeed, you Memorize that spell. Memorizing a spell requires your concentration, but if the spell you memorized also requires concentration, you may concentrate on both at once.
You can concentrate on a Memorized Spell until you begin your next long rest, or until your concentration is broken.
You may cast a Memorized spell using that spell’s normal casting time and spell components by spending Focus Points equal to the spell’s level (cantrips can be cast for 0 Focus Points). When you do so, use 1d20 + your Intelligence modifier + your proficiency bonus to hit, and your Imitar Ability DC as your spell save DC.
Dreams of Magic
Additionally at 2nd level, you find that when you wake, you have lingering memories of magic. At the end of a long rest, you can choose 1 cantrip from any spell list. You may cast that spell until the start of your next long rest without Memorizing it. When you do so, use 1d20 + your Intelligence modifier + your proficiency bonus to hit, and your Imitar Ability DC as your spell save DC.
Mana Overflow
By 7th level, you sometimes find that little bits of magic stream out of you when you are focused. When you spend Focus Points, you can choose to channel the extra magical energy into one of the following effects:
- Your movement speed increases by 30 until the end of the turn.
- You teleport up to 30 feet to a point you can see.
- You travel to the Ethereal Plane until the end of the turn. At that point, you reappear in the closest non-occupied space.
Early Warning
At 13th level, you are familiar with most spell effects, so if you focus on a spell being cast, you can predict its effects a few seconds sooner. When you are subjected to a spell that requires you to make a saving throw, you can use a reaction and 1 Focus Point to gain advantage on the roll.
Additionally, when a spell causes you to make a concentration check (either from damage, or from another effect of the spell), you may add your Intelligence modifier to the roll.
One with the Weave
At 20th level, you gain the ability to enter a state of oneness with the weave, allowing you to witness all magic in your midst, and replicate it at will. Once per long rest, as an action, you can enter this enhanced state for 1 minute, or until you fall unconscious. While in this state, you gain the effects of the detect magic spell to a range of 120 feet. Additionally, you are aware of any spell being cast in the same range, regardless of what components were used in its casting.
While One with the Weave remains active, you can use your reaction in response to any spell being cast within 120 feet, and cast that same spell at the target or targets of your choice. You then take 1d6 force damage for each level of the spell. This damage cannot be prevented or resisted in any way.

Entitic Essences
Each Imitar Expression might manifest their attuned Entitic Essence in different ways. For a Wilder, their body might grow and shift slightly, taking on aspects of the creature type they are attuned to. A Channeler might reproduce the same effects without changing themselves, instead using bits of latent magical energy to shape and amplify their movements. Otherworldly Prodigies, on the other hand, might twist reality and manipulate the perception of creatures around them to replicate the effects of their Entitic Essence without moving their physical bodies much at all.
Your Imitar Expression can provide extra specificity and flavor for many of your class abilities, but consider these differences especially as you describe how your own character uses their Entitic Essence abilities.
If an Entitic Essence grants an attack, that attack uses 1d20 + either your Strength or Dexterity modifier + your proficiency bonus to hit. Similarly, if an Entitic Essence ability does damage, that damage is your Entitic Damage + either your Strength or Dexterity modifier, unless otherwise specified. If an Entitic Essence ability requires a saving throw, the DC is your Imitar Ability DC.
Aberration
Prerequisite: Otherworldly Prodigy Expression
Requires Imitar level 11
Aberrations are unnatural and often frightening. Their alien forms are capable of things that other creatures can only dream of… and those dreams are usually nightmares.
Tentacle - Melee weapon attack. 10’ range. Deals magical bludgeoning damage. If the attack hits and the target is no more than 1 size larger than you, you may choose to grapple it.
Psychic Terrors - As an action, you can spend 2 Focus Points to assault the mind of a creature you can see within 60’ with nightmarish images. Your target must succeed on an Intelligence saving throw or become stunned until the end of your next turn. Targets that fail also have disadvantage on any Intelligence- or Wisdom-based skill checks for the next minute.
Mental Twist - You gain proficiency in deep speech, and you have advantage on saving throws against spells and other magical effects.
Beast
Beasts are instinctual creatures. By being connected so strongly to their instincts, they have increased abilities to seek out threats, and get the jump on their opponents.
Bite - Melee weapon attack. 5’ range. Deals nonmagical piercing damage. If you hit, your target must succeed on a Strength saving throw or be knocked prone.
Keen Senses - As an action, you may spend 1 Focus Point to get +10 to all survival, perception, and investigation checks for the next minute.
Bestial Aggression - While attuned to this creature type, you have proficiency on your initiative rolls.
Celestial
Requires Imitar level 11
Celestial beings have a strong connection to the radiant upper planes. As such, they have some powerful abilities focusing on radiant energy.
Blinding Bolt - Ranged Magic Attack, 30’ range. Deals magical radiant damage. If you hit, your target must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Flight of the Upper Planes - As an action, you may spend 1 Focus Point to expand your consciousness and gain an understanding about how celestial beings can sometimes ignore gravity. When you use this ability, you gain a flying speed of 40 feet for the next 10 minutes.
Celestial Infusion - You gain proficiency in celestial, and your weapon attacks are considered magical and do an extra 1d8 radiant damage.

Construct
Constructs are highly logical, often following the same patterns. At the same time, practiced repetition has advantages over creativity and improvisation. Constructs are very good at those things that they are created to do, and attuning to them allows an imitar to utilize some of those same improvements.
Mechanical Fist - Melee Weapon Attack, 5’ range. Deals nonmagical bludgeoning damage.
Law of Averages - When you miss with an attack or fail an ability check or a saving throw, you may spend 1 Focus Point to activate this ability. If you do so, for the next minute, you have advantage the next two times you attempt an attack roll, skill check, or saving throw.
Harden Defenses - While attuned to this creature type, you get +1 AC
Dragon
Prerequisite: Wilder Expression
Requires Imitar level 11
Dragons are incredibly intelligent and incredibly powerful. They are each strongly associated with their own magical element, but they do also at times give in to their vicious, beastial side as well.
Claw - Melee Weapon Attack, 5’ range. Deals nonmagical slashing damage.
Breath Weapon - Once per short rest, as an action, you may exhale a 60’ cone of damage of dragon breath. This ability does twice your Entitic Damage dice + 20 damage, of the damage type associated with the type of dragon you are attuned to. Any creatures caught in the area must make a Dexterity saving throw, taking full damage on a failure or half on a success.
Terrifying Roar - You tap into the rage and ferocity of the dragons. As an action, you may spend 1 Focus Point to activate this ability. All hostile creatures within 60 feet of you must make a Wisdom saving throw or be frightened of you for 1 minute. A creature that fails this save may attempt to repeat it at the end of its turn. A creature that succeeds on the saving throw becomes immune to the ability for the next hour.
Essence of Dragons - While attuned to this creature type, you gain proficiency in draconic. When you attune to dragons, choose a type of dragon: black-acid, blue-lightning, green-poison, red-fire, white-cold, brass-fire, bronze-lightning, copper-acid, gold-fire, or silver-cold. You gain resistance to that type of damage.
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Elemental
Prerequisite: Channeler Expression
Elemental forces made sentient by magic are unable to be imitated except by the use of magic. Their elemental powers are tied to their natural element, and channelers are able to bend these powers to interesting effects.
When you attune to elementals, choose the type of elemental: earth, fire, air, or water.
Earth
Slam - Melee Weapon Attack, 5’ range. Deals magical bludgeoning damage.
Earth Glide - As a bonus action, you can spend 1 Focus Point to activate this ability. When you do so, you gain the ability to move through dirt and rock with your normal movement speed for the next minute.
Rocky Fortitude - While attuned to Earth Elementals, you gain proficiency in Terran. Additionally, you get temporary HP equal to your imitar level when you finish a long rest.
Fire
Slam - Melee Weapon Attack, 5’ range. Deals magical fire damage.
Heat it Up - As a bonus action, you can spend 1 Focus Point to activate this ability. When you do so, you can cause the next spell you cast to deal 2d6 fire damage to all affected targets, in addition to that spell's normal effects.
Inflame - While attuned to Fire Elementals, you gain proficiency in Ignan. Additionally, whenever you are hit with a melee attack, your attacker takes 1d6 points of fire damage.
Air
Slam - Melee Weapon Attack, 5’ range. Deals magical piercing damage.
Light as a Feather - As a bonus action, you can spend 1 Focus Point to activate this ability. When you do so, you gain a flying speed of 60 feet until the end of your next turn.
Gaseous Form - While attuned to Air Elementals, you gain proficiency in Auran. Additionally, you gain resistance to both lightning and thunder damage.
Water
Slam - Melee Weapon Attack, 5’ range. Deals magical slashing damage.
Whelming Attacks - As a bonus action, you can spend 1 Focus Point to activate this ability. When you do so, for the next minute, when you hit a target with an attack, it must succeed on a Strength saving throw or be pushed back 10' away from you.
Aqueous Adaptation - While attuned to Water Elementals, you gain proficiency in Aquan. Additionally, you gain a swimming speed of 30 feet and can breathe underwater.
Fey
The fey are magical creatures, but it doesn’t take an understanding of magic to comprehend them. Any imitar may possess the key ingredients to adapt to the political, coercive, tempting, ethereal, and most of all fleeting fey temperament.
Trickster’s Kick - Melee Weapon Attack, 5’ range. Deals magical bludgeoning damage. If the attack hits, your target must succeed on a Dexterity saving throw or be knocked prone.
Beguile - You may spend 1 Focus Point to attempt to charm another creature for 1 minute. Your target must be a creature with Intelligence greater than 4, and it must be able to see or hear you. That creature makes a Charisma saving throw. If the creature is currently hostile towards you, it makes the roll with advantage. If you or an ally harms the creature in any way, the charm effect ends. While charmed by you in this way, the creature is incapacitatated.
Naturally Stealthy - While attuned to Fey, you gain proficiency in Sylvan. As an action you may disguise yourself as a natural object using your fey instincts and latent illusion magic. While disguised in this way, you cannot move, but you have +10 to any stealth or deception check related to your disguise. The natural illusions created in this way cannot exceed your normal size.

Fiend
Fiends encompass both the controlled evil of devils as well as the chaos of demons. In many ways, they embody the same traits shared by all humanoids, only taken to the next level. Imitari who are well-accustomed to dealing with the extremes of humanoid emotion may wish to tap into that side of themselves in order to attune to Fiends.
Hellfire Strike - Melee Weapon Attack, 5’ range. Deals magical fire damage.
Fiendish Shroud - As a bonus action, you can spend 1 Focus Point to exude a 20’ radius aura of magical darkness around yourself until the end of your next turn. You can see through the darkness as if the area were lit with bright light.
Mental Spurs - While attuned to Fiends, you gain proficiency in Abyssal and Infernal. You can also communicate telepathically with any creature of your choice within 80 feet, as long as that creature can speak at least 1 language.
Giant
Requires Imitar level 8
Huge, ponderous, and exceedingly strong are giants. Giant bodies supported by powerful muscles, capable of very impressive feats.
Throw Rock - Ranged Weapon Attack, 30’/60’ range. Deals nonmagical bludgeoning damage. Damage increases by 5 for each size larger than medium that you are.
Giantsize - As an action, you may spend 1 Focus Point to cast the ‘Enlarge’ portion of Enlarge/Reduce on yourself. When cast in this way, the spell requires no components and does not require concentration.
Troll Regeneration - While attuned to giants, you gain proficiency in giant, and while you are under half HP, you regain 1hp at the start of each turn.
Humanoid
Humanoids are adaptable and ready for anything. By attuning more deeply to that aspect of yourself, you open yourself up to all kinds of new options.
Lead by Example - When you take the help action to give an ally advantage on an attack, you may make one attack on the same target as a bonus action. In addition to any of your other attack options, you may Recall a Memorized Attack, or use a Memorized Spell with a casting time of 1 bonus action.
Cram Session - You may spend 1 Focus Point to gain proficiency in one weapon, language, or crafting tool until your next long rest.
Gregarious Nature - When you make a Charisma-based skill check, you may add half your Intelligence modifier to the roll.
Monstrosity
Prerequisite: Wilder or Otherworldy Prodigy Expression
Halfway between beasts and humanoids or aberrations you'll find monstrosities. Some say they are beasts adapted to extreme environments, while others believe that people simply try to relate any strange creature to something they are familiar with. Either way, attuning to monstrosities can help an imitar adapt more deeply to their own environment.
Spike Dart - Ranged Weapon Attack, 60’/120’. Deals nonmagical piercing damage.
Overspecialize - As an action, you may spend 1 Focus Point to increase your proficiency bonus by 2 for the next minute.
Evolved Appendages - While attuned to Monstrosities, you gain the ability to burrow through loose earth at a speed of 20’, and you gain a climbing speed equal to your walking speed.
Ooze
Barely sentient, yet magical in nature and very dangerous, oozes are some of the strangest creatures to inhabit the planes. How a humanoid could ever relate to one at all is hard to grasp, but some imitari are able to sense the energy flows within them enough to emulate some of their basest qualities.
Pseudopod - Melee Weapon Attack, 5’ range. Deals magical acid damage.
Jelly Form - As an action, you may spend 1 Focus Point to cause your body to soften and become oozelike for 1 minute. While active, you gain a climbing speed equal to half your walking speed, which includes the ability to cling to walls or ceilings. You also gain the ability to fit through openings as small as 1 inch, and become immune to the prone and grappled conditions.
Cilia - While attuned to Oozes, you gain blindsight to a range of 30’.
Plant
Some plants have been given aggression or even sentience. This can happen through magic, mutation, cross-breeding, or other means, but most often the plants seem to behave a bit like beasts due to their connection to the natural world.
Vine Strike - Melee Weapon Attack, 15’ range. Deals nonmagical piercing damage.
Symbiosis - As an action, you can spend 1 Focus Point to awaken miniscule plant spores in the atmosphere and bind them briefly with an ally. Roll your Entitic Damage + your Intelligence modifier. A willing creature of your choice within 30’ regains HP equal to the total.
Toxin Filtering - While attuned to this creature type you have immunity to poison, and you do not need to eat or sleep.
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Undead
Requires Imitar level 4
Undead are completely foreign to fresh young imitari, but once they gain a bit of experience they are usually able to attune to the plodding horrors.
Rake - Melee Weapon Attack, 5’ range. Deals magical necrotic damage.
Undying - If you drop to 0 hit points and you have not taken any radiant damage since the end of your last turn, you may spend 1 Focus Point and make a concentration check against the damage taken. If you did not drop to 0 as a result of taking damage, the DC for the concentration check is 20. If you succeed, you return to 1 hp.
Undead Resilience - While attuned to this creature type, you have resistance to necrotic damage, and can hold your breath for up to 1 hour.
The Imitar
This ideas for this class drew inspiration from Gau, Gogo, and blue mages from the Final Fantasy series, and Rubick from DotA 2.
Art credits:
Front Cover: 'Rubick', by Por-t-falatron
Page 2: 'The Jungle' by Seyumei
Page 4: Pascal Blanché
Page 5: 'Corrupted' by Josh Corpuz
Page 6: Yu-Han Chen
Page 7: 'Gau' by Yoshitaka Amano
Page 8: Pandemonium
Page 9: 'Dispel' by Chase Stone
Page 10: YU QI WANG
Page 11: 'Form of the Dragon' by Daarken
Page 12: 'Oko the Trickster' by Chris Rallis
Page 13: 'Melandru' by Kekai Kotaki
Back Cover: 'Gogo' by Dave Rapoza
A homebrew creation
by Zimek