Aspect Codex

Mimicry

Mimicry is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

MimicrySpellcastingChargesDeception

What This Aspect Does

Mimicry defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

Observe Pattern

Study one creature you can see or hear within range. Until the start of your next turn, you have advantage on checks made to read its mood, speech rhythm, movements, fighting style, or immediate intent.

Tier 0ActionAt-Will

Echo Voice

Mimic the voice, accent, cadence, and common verbal habits of one creature you have heard speak for at least 1 minute. A listener with strong familiarity may make a WIS (Insight) check against your power save DC to notice something is wrong.

Tier 1ActionAt-Will

Borrow Mannerism

Adopt the posture, gestures, tells, and ordinary social habits of one creature you have observed for at least 1 minute. For the duration, you have advantage on Deception and Performance checks made to pass as that creature in casual interaction.

Tier 1ReactionAt-Will

Copy Motion

When a creature you can see within range moves, stands, hides, dodges, draws an item, or makes a nonmagical physical maneuver, you may immediately move up to 10 ft. or repeat the same simple maneuver if you are physically capable.

Tier 1Bonus ActionAt-Will

Familiar Tell

Choose one creature you can see within range. For the duration, the first time each round it makes an attack roll, ability check, or saving throw, you learn whether the d20 result was high, average, or low before the outcome is declared.

Tier 1ReactionAt-Will

Flinch Block

When a creature you are observing within range makes an attack roll, mimic the exact tell that precedes the strike. Impose a penalty equal to your INT modifier on the attack roll, potentially causing it to miss.

Tier 2ActionAt-Will

Feign Identity

Mimic one creature you have observed for at least 10 minutes. Your voice, posture, gait, common gestures, and conversational rhythm match the target. This does not change your body, but ordinary observers have disadvantage on checks to notice the imitation unless your appearance clearly contradicts it.

Tier 2ReactionAt-Will

Reflex Echo

When a creature you can see within range takes the Dash, Disengage, Dodge, Hide, Search, or Use an Object action, you may immediately take the same action if you are physically capable.

Tier 2Bonus ActionAt-Will

Style Reader

Choose one creature you can see within range. For the duration, you have advantage on checks to predict its movement, lies, feints, combat style, and social responses. Once per round, you may add 1d4 to an attack roll or Insight check against it.

Tier 2ReactionAt-Will

Mimic's Guard

When a creature you have observed within range damages you or an ally you can see, reduce the damage by 2d8 + your INT modifier as you read and interrupt the pattern of the strike.

Tier 3ReactionAt-Will

Action Imprint

When a creature you can see within range uses a non-story-bound, non-resource-exclusive physical action, social technique, skill trick, or Tier 2 or lower power, imprint it. You can hold a number of imprints equal to your proficiency bonus. You may use an imprint once, using your INT modifier and power save DC, then it fades.

Tier 3ActionAt-Will

Social Replacement

Choose one creature you have observed for at least 10 minutes. For the duration, your speech patterns, expected answers, emotional reactions, posture, and routine behaviors mimic that creature. Creatures interacting socially with you have disadvantage on Insight checks to notice the impersonation unless they have direct contradictory evidence.

Tier 3ReactionAt-Will

Countergesture

When a creature you can see within range uses an action, bonus action, reaction, or visible power you have observed before, force it to make a WIS save. On a failed save, reduce one damage, healing, movement, or duration value from the effect by 3d8 + your INT modifier.

Tier 3Bonus ActionAt-Will

Predator's Form

Adopt the movement habits of a creature you have studied. Choose one: climb speed equal to your speed, swim speed equal to your speed, darkvision 60 ft., advantage on Perception relying on smell or hearing, or advantage on STR checks made to grapple or shove.

Tier 4ActionAt-Will

Behavioral Copy

Choose one creature you can see or one creature you have studied for at least 10 minutes. For the duration, you can copy its social habits, tactical preferences, handwriting style, weapon grip, and performance style. You gain advantage on Deception, Insight, Performance, and Sleight of Hand checks involving that creature or its identity.

Tier 4ReactionAt-Will

Block Pattern

When a creature you have observed within range repeats an action, tactic, attack, or power it used since the start of its last turn, force a WIS save. On a failed save, the repeated effect fails to affect one target of your choice.

Tier 4Bonus ActionAt-Will

Trait Imitation

Choose one non-unique passive trait from a creature you have studied, such as a movement mode, darkvision, a language cadence, a skill advantage, or one damage resistance. You gain a lesser version of that trait for the duration. The GM decides edge cases.

Tier 4PassiveAt-Will

Layered Memory

You can hold two additional Action Imprints. The first time after each short rest that you use an imprint, it does not fade.

Tier 5ActionAt-Will

Perfect Imitation

Choose one creature you have observed for at least 10 minutes. Your voice, scent, handwriting habits, facial mannerisms, body language, movement rhythm, and ordinary speech patterns mimic that creature. Mundane observation alone cannot distinguish you without a successful Insight check against your power save DC.

Tier 5Action1/Long Rest

Stolen Technique

Choose one creature you have observed within range. It must make an INT save. On a failed save, choose one non-story-bound action, maneuver, social technique, reaction, or Tier 3 or lower power you have seen it use. You gain it as an imprint for the duration, and the target cannot use that specific technique while the theft lasts.

Tier 5ReactionAt-Will

Mirror Defense

When a creature you have observed within range damages you or an ally, reduce the damage by 5d8 + your INT modifier. If this reduces the damage to 0, you may immediately mimic a harmless movement, phrase, or posture from the attacker, gaining advantage on the next social or combat roll against it before your next turn.

Tier 5PassiveAt-Will

Stored Persona

You can maintain a number of studied personas equal to your INT modifier plus your proficiency bonus. A stored persona includes voice, posture, habits, handwriting style, social tells, and combat rhythm. You can use Mimicry powers referencing a studied creature on any stored persona.

Tier 6ActionAt-Will

Greater Imitation

Assume a complete behavioral disguise based on a stored persona. For the duration, you can imitate the target’s voice, microexpressions, habitual decisions, combat stance, and ordinary knowledge patterns. Creatures that know the target well still make Insight checks normally instead of with disadvantage.

Tier 6PassiveAt-Will

Mimicry Dominion

Your Mimicry powers can use stored personas as if the creature were present. When you imitate a creature’s social or combat pattern, you may use your INT modifier in place of CHA or DEX for one relevant Deception, Performance, Sleight of Hand, attack, or AC-related roll once per round.

Tier 6ReactionAt-Will

Disrupt Pattern

When a creature you have studied uses an action, bonus action, reaction, or visible power, force it to make a WIS save. On a failed save, the effect is delayed until the end of the current turn. If the trigger is no longer valid then, it fails.

Tier 6ActionAt-Will

Compound Echo

Use two different Action Imprints you know as part of the same action, resolving them in either order. If either imprint is a copied power, it must be Tier 4 or lower. Both imprints fade after use unless another Mimicry feature preserves them.

Tier 7ActionAt-Will

True Replacement

Choose one stored persona. For the duration, you maintain that persona without concentration. Your imitation includes voice, mannerisms, body language, scent cues, handwriting, habitual reactions, and ordinary professional behavior. Detection powers of Tier 7 or lower identify you as yourself but also flag the persona as magically accurate.

Tier 7ReactionAt-Will

Perfect Recall

When a creature you can see within range uses a non-story-bound action, reaction, social technique, physical trait, or Tier 5 or lower power, you automatically learn it as an Action Imprint if you are physically capable of reproducing it. If you exceed your imprint limit, choose one imprint to forget.

Tier 7ReactionAt-Will

Mirror Block

When a creature you have studied targets a creature with an attack, action, reaction, or visible power, force a WIS save. On a failed save, the triggering effect misses or fails against one target of your choice, as you imitate and break its timing.

Tier 7Bonus ActionAt-Will

Hybrid Persona

Blend up to two stored personas. For the duration, gain one social pattern from one persona and one physical or combat pattern from another. You may gain one movement trait, one skill advantage, one language cadence, or one minor physical tell from each.

Tier 8Action1/Long Rest

Identity Breach

Choose one creature you have studied within range. It must make an INT save. On a failed save, choose one action, one reaction, and one non-unique passive pattern you have seen from it. You gain each as an imprint for the duration, and the target cannot use those exact patterns while the breach lasts.

Tier 8ActionAt-Will

Apex Impersonation

Choose one stored persona. Your imitation is good enough to pass casual magical and mundane scrutiny for speech, gestures, behavior, scent, handwriting, combat habits, and expected social responses. A creature with strong prior familiarity may make an Insight check against your power save DC when you act against the persona’s interests.

Tier 8ReactionAt-Will

Reflect Technique

When a creature you have studied affects you with an attack, action, reaction, or Tier 6 or lower visible power, reduce the effect’s damage against you to 0 or cause one non-damage rider to fail against you. You then gain an Action Imprint of the triggering technique until the end of your next turn.

Tier 8PassiveAt-Will

Persistent Memory

Choose up to two imprints you know after each long rest. They become persistent and do not count against your imprint limit. Each persistent imprint can be used once per short rest before fading until the next short rest.

Tier 9PassiveAt-Will

Engraved Self

Choose one stored persona and one Action Imprint you have used since your last long rest. Both become engraved. The persona is always available, and the imprint can be used once per short rest without counting against your imprint limit. You may replace either choice after a long rest.

Tier 9Action1/Long Rest

Predatory Mimicry

Choose one creature you have studied within range. It must make an INT save. On a failed save, it loses access to one action, one bonus action, one reaction, and one non-unique passive trait you have seen it use. You gain those features as imprints for the duration.

Tier 9ReactionAt-Will

Mirror Army

When up to three creatures you can see within range use actions, reactions, social techniques, movement techniques, or Tier 7 or lower visible powers, you may immediately learn each as an imprint until the end of your next turn, ignoring your normal imprint limit for these temporary imprints.

Tier 9ReactionAt-Will

Total Block

When a creature you have studied uses an action, reaction, social technique, attack, or visible power of Tier 8 or lower, force a WIS save. On a failed save, the triggering effect fails, and you gain a temporary imprint of it until the end of your next turn.

Tier 10Bonus ActionAt-Will

Total Mimicry

For the duration, you may assume any stored persona instantly and may use one non-story-bound imprint you know each round without expending it. Your voice, behavior, movement, social style, and combat rhythm can shift between stored personas without an action.

Tier 10ReactionAt-Will

Apex Reflection

When a creature you have studied would affect you with an action, reaction, attack, social technique, or Tier 9 or lower visible power, negate it against yourself and reproduce the same effect against that creature if it is a valid target. The reflected effect cannot be reflected again.

Tier 10Action1/Long Rest

Perfect Predation

Choose one creature you have studied within range. It must make an INT save. On a failed save, choose up to six non-story-bound actions, reactions, traits, social techniques, or Tier 9 or lower powers you have seen it use. You gain them as imprints for the duration, and the target cannot use those exact features while the effect lasts.

Tier 10Action1/Ever

Become the Legend

Choose one legendary persona you have studied, impersonated, defeated, loved, or been shaped by. You become the perfect living imitation of that identity’s public voice, habits, style, and symbolic presence. Choose up to three non-story-bound features associated with that persona, up to one Tier 10 effect and two Tier 7 or lower effects. The imitation may carry obligations, enemies, memories, or taboos defined by the GM.

Characters With This Aspect

No character is linked to this aspect yet.