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Replacer

You are aware of your counterpart, of course. But more than that, you loathe them. You have started your adventures, at least in part, in order to find this person, remove them in some fashion, and take their place.

Have you located your counterpart yet? Why do you seek to replace them? Are they repugnant and you would right their wrongs? Do you seek to balance the universe? Or do they simply have the life that you were meant to have? What if you do eventually find them—and realize you have no wish to fulfill what was once your burning ambition?

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Deception and either Investigation, Insight, or Survival.
Tool Proficiencies
Disguise kit, poisoner’s kit
Languages
Two of your choice (one should reflect a language known by your counterpart)
Suggested Equipment (Cost
29 gp
)

disguise kit, quarterstaff, eyepatch, traveler’s clothes, tent (1 person)

Feature:
Malleable Identity

You have focused so intently on your counterpart that you’re not sure where your own personality begins and ends. This enables you to take on those of others as well. You can study a creature with an Intelligence of at least 6 for 10 minutes to gain an expertise die on all checks to impersonate them. While your inflection, mannerisms, and manner of speaking are all spot-on, additional checks, such as with a disguise kit, or props, such as the proper clothes, may be required to truly convince others. You can only impersonate creatures that are of the same type as yourself.

Adventures and Advancement

If you pull off a long-standing impersonation of your counterpart (or perhaps a different person), you may eventually legally become them. If they still live, they might be considered the imposter. You gain any property and servants associated with their identity, and may be connected by those they had connections with, interested in hiring you (or at least who they think you are). Alternately, you could denounce your counterpart’s past actions and follow a different path using their identity. Work with your Narrator to choose another background’s advancement opportunities.

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Replacer CONNECTIONS
1
The band of fellow shadowcast you came into being beside.
2
The childhood friend or sweetheart that once tried to talk you out of your mission.
3
Your counterpart, who you met once while in disguise.
4
The swindler who wanted to use your resemblance to your counterpart as part of a scheme.
5
The makeup artist who used their arts to hide your gray features when you first arrived on the Material Plane.
6
An older shadowcast, who always told you stories of the bright world beyond the Bleak Gate.
7
A motley community of other shadowcast who were pulled to the Material Plane before you.
8
The kindly forester who helped you learn to fend for yourself.
9
The wizard whose summoning circle you appeared in when you left the Bleak Gate.
10
A sibling of your counterpart, who wants rid of them almost as much as you.
D10Replacer MEMENTOS
1
A dagger that still carries the chill of the Bleak Gate.
2
A strange tattoo that one day appeared on your skin.
3
Materials that relate to your counterpart’s profession.
4
A small mirror through which you can occasionally see glances of your counterpart.
5
A patch of skin that refuses to take the color of the Material Plane, no matter how long you stay there.
6
A set of clothes you’ve had made to help you better resemble your counterpart.
7
A dog, cat, or other small, domesticated animal that has stayed by your side since you came to the Material Plane.
8
A journal you keep, containing everything you know about your counterpart.
9
A strange coin, given to you by a lost soul you once guided.
10
A holy symbol of a religious order you once found among fallen adventurers in the Bleak Gate.