Imp, Variant (5e Race)
Imp
Although this race is commonly known as "imps", they are much more varied than the average tiny fiend you see summoned by conjurers.
Physical Description
As imps vary widely depending on their subrace, few things are constant when it comes to physical appearance. Obviously, there are constants. All have a single set of arms, legs, and eyes. Almost all are short, having horns somewhere, and a tail. Afrits have a black hide along with two short horns, and they possess wings which stretch out about three feet from their back. Arixes, on the other hand, are a light blue in coloration, having the same short horns Afrits do, and having white fluff around their neck area. Their wings are a bit larger than an Afrit's, averaging to three feet and five inches. Clinks, meanwhile, vary a lot from the other imp subspecies. Having bronze, armor-like skin, they lack a set of wings, and have longer, more curved horns. They are slightly hunched over in stature. Gnekks go back to the usual imp formula, having wings which just extend to about a foot rather than three feet. They have three, short, pointy horns on the top of their heads. They have pale skin, which becomes more brownish below the waist. Their tails are scorpion-like, providing an extra way to release their innate acid magic if they can't use their hands.
History
A long, long time ago, a group of lesser demons known as the "Pioneer Imps" decided that they no longer wanted to live in the underworld, wishing to see other sights, such as the vast landscapes of the mortal world and the endless pathways of the Underdark. Somehow, they managed to convince a demon of higher power to open a portal that allowed them to escape. They were happy with their new living space, having families and being free to cause chaos wherever they wanted. As the new "earth demons" grew in population, they adapted to live more practically in the mortal realm, reshaping them physically, mentally, and spiritually.
Attitudes and Beliefs
Whiles imps generally don't actively participate in societies with each other, all have a desire, whether subconsciously or not, to separate themselves from their origins, and to focus on the now rather than their origins or past. Above all, they simply wish to survive, even if they must take it to the extreme. Unfortunately, many more "sophisticated" societies see imps as "lesser", even sometimes to the extent as if they're animals and not a race.
Imp Names
Imp names are an amalgamation of Infernal and Common, usually based off of their subrace and environment.
Male: Bulq, Tart, Dilv
Female: Tikki, Myzyar, Pedulq
Imp Traits
Lesser demons which escaped from the underworld, and adapted in a variety of ways.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Carrying over the long-lasting lifespan of their ancient counterparts, Imps mature as young as 15 years old, and can live for much longer, up to 500.
Alignment. Imps tend to be chaotic in nature.
Size. Imps vary slightly in size, from just shy of four feet to just about five feet. Your size is Small.
Speed. Your base walking speed is 25 feet.
Superior Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common, Infernal, and one other language of your choice.
Subrace. Choose one from the subraces provided: Afrit, Arix, Clink, and Gnekk.
Afrit
Obsidian Skin. You have resistance to fire damage.
Obsidian Wings. You have a flying speed of 25 feet, and cannot fly higher than 25 feet. You must not be wearing heavy armor to use this speed.
Blazing Blood. You know the fire bolt cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the wall of fire spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Arix
Cryo Skin. You have resistance to cold damage.
Cryo Wings. You have a flying speed of 25 feet, and cannot fly higher than 25 feet. You must not be wearing heavy armor to use this speed.
Permafrost Blood. You know the ray of frost cantrip. When you reach 3rd level, you can cast the ice knife spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ice storm spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Clink
Stronger Legs. As a tradeoff for a lack of wings, your walking speed has increased to 30 feet.
Long Tail. You have a prehensile tail. Your tail is very long, about three fourths of your body length. While the tail is used primarily to assist in climbing and keeping the hands free for foraging and carrying, you can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature up to 50 pounds; open or close a door or a container; grapple a creature of Small size or or smaller. Your DM might allow other simple tasks to be added to that list of options. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Ancestral Arms. You are considered proficient with thrown items.
Gnekk
Cavern Wings. Your wings are made to safely make it across cavern pathways rather than fly upwards. You have a flying speed equal to your walking speed, but you cannot fly upwards, or remain midair in the same place.
Cavern Resistance. You are resistant to acid damage.
Acidic Blood. You know the acid splash cantrip. At 3rd level, you can cast the acid arrow spell as a second-level spell once with this trait, and can do so again once you finish a long rest. At 5th level, you can cast the elemental bane spell once with this trait, and can do so again once you finish a long rest. This version of elemental bane can only be casted with the acid damage type. Charisma is your spellcasting ability for these spells.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
3′ 11″ | +1d12 | 60 lb. | × 1 lb. |
*Height = base height + height modifier |
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