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Imperial

The well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. In appearance, they are modeled after historical Romans, being pale-skinned and not having any other remarkable features.
ability score increase: Your Charisma score increases by 2 and two other ability scores of your choice increase by 1.
age: Imperials reach adulthood in their late teens and live less than a century.
alignment: Usually lawful, otherwise no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and one extra language of your choice.
race features:
  • Helping Hands. Imperials rely on teamwork to accomplish their goals. You can take the Help action as a bonus action on each of your turns in combat.
  • Saving Face. Not wanting to be seen as a slacker or an incompetent, you can push yourself to your limits when others are watching. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Voice of the Emperor. Diplomacy is an Imperial’s primary weapon. When making a Charisma (Deception or Persuasion, but not intimidation) check, you can gain a +5 bonus to the check. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Imperial Luck. When looting chests or treasure piles, gain an extra 1d20 gold.

Created by

ShireLord.

Statblock Type

Race/Species

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