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Imp

Imps are lesser devils who cause mayhem wherever they go, at least in the mortal world. In Hell they are more refined, often serving as lawyers and instructors to facilitate the destruction of mortalkind by running Hell as efficiently as possible. Imps who perform acts of extreme evil or violence can be promoted to large, winged devils (when this happens, Hell’s Bells ring throughout the realm). All devils came from imps, but not all imps become devils.

Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Imps become adults in their late teens. They are technically ageless, but nearly all are killed by more powerful infernal beings in the merciless pits of Hell, with few living there over 30.

Alignment. Imps are the driving force behind infernal contracts and the soul trade of Hell. Most imps are lawful evil, though they might be chaotic evil on the Mortal Plane.

Rarity. Uncommon.

Size. Imps resemble goblins. Your size is Small.

Speed. Your base walking speed is 25 feet.

Devil’s Sight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic. In addition, magical darkness does not impede your darkvision.

Chaotic Inspiration. Whenever you roll a 1 on an attack roll, ability check, or saving throw, you gain a special d20 you can use to grant yourself advantage on one attack roll, ability check, or saving throw during your next turn.

Devilish Resilience. You have resistance to fire damage and poison damage. In addition, you can add your proficiency bonus to saving throws against fire and being poisoned. You do the same for any ability check or saving throw to extinguish fire burning on you. If you have proficiency in such a check or saving throw, your proficiency bonus is doubled for these purposes.

Evasive. You can take the Dodge or Disengage action as a bonus action.

Grifter. You have proficiency in the Deception skill.

Heritage (Fiend).You are humanoid, but you are considered to be a fiend whenever it is detrimental for you.

Paralegal. You can add your proficiency bonus to any check you make to do research, decipher paperwork (including laws and contracts) or codes, and do arithmetic.

Languages. You speak, read, and write Common and Infernal. You can choose one other language in which you have similar fluency.

Devilish Ascension. When your character finishes a session where all player characters are evil and the imp has achieved exceptional cruelty, you can work with your GM to have your imp ascend as a devil. If your GM agrees, your character now uses the devil race from this book, except that you forgo the racial ability score increase. This devil retains the imp’s Grifter and Paralegal traits, as well as its languages. This ascension does not resize any gear.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims