Hermes is the son of Hotman Paris, the most legendary lawyer in the seven worlds. Born into a wealthy family, Hermes grew up surrounded by luxury, precious metals, and legal debates. But make no mistake—behind the shiny suits and expensive wine glasses, he possesses a sharp mind that can break down arguments at lightning speed.
He's not only a good talker, but also knows when to tease, when to threaten, and when to smile slyly.
In a world where swords are the primary language, Hermes chooses another weapon—words.
- Ability Scores: Hermes possesses extraordinary negotiation skills, convincing even stubborn creatures like demons to sign peace treaties.
+2 Charisma, +1 Intelligence
During each conversation, Hermes can make a Persuasion or Deception check with advantage.
Once per Long Rest, Hermes can use Silver Tongue, automatically succeeding in one negotiation unless the target is immune to charm effects.
- Feat: “The Unbeaten Lawyer”
Hermes has won 113 cases in world courts, losing only twice — and both times against the same opponent, James Moriarty.
This feat automatically succeeds all Persuasion and Insight checks if the dice roll is at least 10 or higher than the target DC. - Skill Proficiencies: Hermes has a natural talent for reading social situations.
Proficient in Persuasion, Insight, Deception, and Performance
Can use Calligrapher's Tools (create absurd but legally valid contracts)
- Tool Proficiencies: Calligrapher's Tools
Forgery Kit (make official or fake letters depending on your mood)
Fine Clothes & Gold Ink Pen
- Languages: Hermes learned over 20 languages — from human, elven, orc, abyssal, to a love language that even a succubus would be confused by.
- Equipment: Fine clothes with gold buttons
A pen made of a Phoenix feather (a symbol of victory)
A ruby ring that can produce a holographic signature
A bottle of expensive wine to celebrate victory after the debate
Use this table to determine how Hermes convinces people:
With logic
With charm
With intimidation
With money
With lies that sound truthful
| d2 | Table of Negotiation Success |
|---|---|
| 1 | cunning seduction |
| 2 | undeniable logic |
Whenever Hermes engages in negotiations, he automatically gains Advantage on all Persuasion or Deception checks. Once per Short Rest, he can convince one party to sign a treaty without the need for a dice roll, as long as it doesn't conflict with that party's moral laws or common sense.
Suggested Characteristics
Personality: Cheeky, humorous, sarcastic, yet charming.
Ideals: Fairness, but flexible if the pay is good.
Bonds: Loyal to the Hotman Paris family name and a life of luxury.
Flaws: Overconfident, easily tempted by parties.
| d1 | Personality Trait |
|---|---|
| 1 | Arrogant but charming |
| d1 | Ideal |
|---|---|
| 1 | Justice… if the pay is right |
| d1 | Bond |
|---|---|
| 1 | Hotman Paris's family name |
| d1 | Flaw |
|---|---|
| 1 | It's hard to refuse a party invitation |
Hermes can turn any room into an impromptu courtroom.
Once per day, Hermes can interrupt someone's spell or social action by shouting "WAIT!"
The target must make a Wisdom saving throw (DC 16) or fail to continue their action.
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