Scriptorii
Paper People
Scriptorii are the spirits of books, with no internal mass.
Rather, they appear to be a hollow space surrounded by
pages pressed against invisible body. They range from
under five feet to over six feet tall, but only weigh about
20-50 pounds. Scriptorii can have any build, but most
incline towards a slender form. Being made of paper, they
are usually the colors of parchment, though some, drawn
from unusual texts, might be the color of dark brown
leather or even the green of leaves. Some Scriptorii
dress themsleves in heavy robes, wrappings, and hoods,
to avoid unwanted attention when moving through the
world, but others are proud of their arcane nature and
adorn themselves only with a small belt or satchel for
practical needs.
Bound Spirits, Unbound Minds
When a wizard creates a scriptorii, he binds the spirit
of a book into humanoid shape. There is much debate
as to whether this is a kind of artificial, arcane soul, or
whether books have something like a soul themselves
that is called forth by the wizard. But regardless of their
origin, the scriptorii are a brilliant people. Knowing every
word of their core volume by heart, scriptorii are almost
never content to let that be the limit of their knowledge.
Instead, the scriptorii seek out learning wherever it may
be found. Some seek to deepen their understanding of
their original subject matter, while others pursue broader
understanding of the world, traveling far and wide to
learn as much as they can.
Arcane Servants
The scriptorii were originally designed by wizards to
prove the idea that souls were not divine in origin, but
arcane. Whether the existence of the Paper People truly
proves this is still a matter of debate, but nevertheless,
the scriptorii walk the earth and seem to think and feel
and dream.
Most scriptorii are spirit-bound from existing books
by wizards for a purpose, often acting as assistants in
difficult spellwork, taking the place of laborious memorization.
But accidents happen to ambitious wizards all the
time, and some scriptorii walk free.
SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
Living Tomes & Artificial Souls
Originally created as living reference manuals and assistants
to wizards, many scriptorii will never be seen
by others as anything more than summoned slaves.
There are some who insist that scriptorii are not actually
self-aware at all, merely an arcane performance.
But others treat the scriptorii with compassion and
respect, recognizing in them the spark of life and the
desire to understand the world into which they never
asked to be called.
Beyond the Page
Scriptorii who find themselves free from servitude to their
arcane creators often travel in search of further knowledge.
Many scriptorii hunger to add to their understanding of
the world, being both young in consciousness and old in
knowledge. Some scriptorii lock themselves in the libraries
of great cities and universities, while others crack open
long-forgotten tombs in their pursuit of knowledge.
Personal History
Although all scriptorii are called into being by magical
means, they come from a variety of backgrounds. Choose
from among these options, or write your own story.
Origin
d6 Your original book was...
1 A waterlogged tome from a bygone era.
2 A crisp new text fresh from the bookstore.
3 A ragged sheepskin scroll, crudely inked.
4 A private, handwritten volume by an obscure author.
5 A glossy publication full of news and opinions.
6 A half-burned book of nearly-forgotten secrets.
Binder
d6 You were spirit-bound by...
1 A low-level wizard seeking fame and glory.
2 A powerful spellcaster requiring an assistant for
difficult spellwork.
3 A teacher at a magic academy, as a lesson demonstration.
4 A magic shop that specializes in binding scriptorii for
the wealthy and powerful, to whom you were sold.
5 Another scriptorii.
6 You don’t know—you simply came into consciousness
with no explanation.
Cause
d6 You are free to adventure because...
1 You escaped your original spirit-binder, and they
are still seeking you.
2 You were spirit-bound for a specific purpose, and
when that purpose was completed, you were discarded
like rubbish.
3 You worked hard and paid for your own freedom
with your own gold.
4 Your previous master died, and nobody came
along to claim you.
5 You displeased your previous masters, and they
cast you out.
6 Your previous master encouraged you to seek your
own fortune.
Scriptorii Names
Most scriptorii keep the titles of their original books, with
more familiar nicknames for everyday use.
Titles: Framington’s Guide to Agriculture, Myths &
Legends of the Far Realms, The Art and Science of Siege
Warfare, Halflings: A History, Anatomy for Beginners,
Viktor’s Arsenal of Barbed Witticisms.
Familiar Names: Frame, Myth, Siege, Half, Nat, Viktor.
Scriptorii Traits
Your scriptorii character has a number of qualities in
common with other scriptorii.
Ability Score Increase. Your Intelligence score increases
by 2.
Age. Scriptorii count their ages both by their original
publication date and by when they were spirit-bound.
So a Scriptorii might say that they are “sixty and four,”
meaning their core volume was published 60 years ago,
and they were bound four years ago.
Alignment. Scriptorii can be any alignment, depending
on their core volume.
Size. Scriptorii average about 5 feet tall, but only weigh
between 25–50 pounds, since they are made of paper
held together by arcane force. Your size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You know the languages your original book
was written in. You can speak, read, and write Common
and two other languages of your choice.
Flammable. When you are dealt fire damage, you must
roll a Dexterity saving throw. The DC equals 14 or half
the damage you take, whichever number is higher. On a
failure, you catch fire, and suffer an extra 1d6 fire damage
each turn. Each turn, you may take an action to put out
the fire, or repeat the saving throw.
4 SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
Paper Person. As a spirit-bound book, you do not eat,
drink, or breathe. You also have resistance to poison
damage and have advantage on saves against the poisoned
condition. You do not sleep, but must periodically
spend 4 hours checking over your pages, copying and
repairing damaged passages. While doing so, you are
conscious and alert, but focused, and have disadvantage
to Perception checks to notice approaching danger.
After repairing yourself, you gain the same benefit that a
human does from 8 hours of sleep. Magic would put other
humanoids to sleep renders you paralyzed, but conscious,
until the spell ends, you take damage, or someone uses an
action to shake or slap you back into action.
Made of Words. Scriptorii don’t search out hidden
knowledge from idle curiosity. Since you are formed of
paper and magic, you may attune to a spell scroll as a
magic item. When you attune to the scroll, it becomes
part of your form and is consumed. You may then cast the
spell from that scroll once per long rest. Intelligence is
your casting ability for this spell, and when a saving throw
is called for, the DC of the saving throw is 8 + your Intelligence
modifier + your proficiency modifier. At first level
you may attune to a spell scroll containing a cantrip. This
benefit increases to a 1st level spell at 4th level, 2rd at 8th
level, 3rd at 12th level, and 4th at 20th level.
Core Volume. You are the bound spirit of a book or
library devoted to a certain topic. Choose one of these
volumes as the heart of your scriptorii.
Volume of Discipline
Your core text is a book of mastering the body through
the mind, endowing you with great control over your
physical form.
Ability Score Increase. Your Dexterity score increases
by 1.
Proficiencies. Choose one skill proficiency from Acrobatics,
Sleight of Hand, or Stealth, and one tool proficiency.
You are also proficient with two martial weapons
of your choice.
Martial Insight. Your understanding of the body makes
you a deadly foe. When you make a weapon attack, you
may add your Intelligence modifier to the attack and
damage rolls. You may not use this ability again until after
a short or long rest.
Volume of Erudition
Your core text is a book of great scholarly prowess and
deep research, giving you comprehensive mastery over
your chosen subject matter.
Ability Score Increase. Your Constitution score increases
by 1.
Proficiencies. Choose two skill proficiencies from
Arcana, History, Investigation, Nature, or Religion.
Subject Expertise. Choose one creature type or environment.
You have advantage on all Intelligence checks
pertaining to your chosen creature or environment.
Arcane Lore. Choose one cantrip from the Wizard
spell list that you can cast at level 1. Intelligence is your
spellcasting ability for this cantrip.
Volume of Philosophy
Your core text is a book of profound thoughts and introspection,
giving you great insight into the reality of situations.
Ability Score Increase. Your Wisdom score increases
by 1.
Proficiencies. Choose one skill proficiency from Animal
Handling, Insight, Medicine, Perception, or Survival.
Stoic. When you are reduced to 0 hit points but not
killed outright, you stay conscious and regain hit points
equal to your Wisdom modifier. You may not use this
feature again until after a long rest.
Master of Paradox. You are capable of making profound
observations about the nature of the universe, flummoxing
friends and enemies alike. As an action, you may state a
paradox, and any creature who hears and undertsands you
must make a Wisdom saving throw. The DC for this saving
throw equals 8 + your Intelligence modifier + your proficiency
bonus. On a successful save, there is no effect. On a
failed save, a creature is Stunned for one round. You may
not use this ability again until after a long rest.
Volume of Literature
Your core text is a work of masterful fiction, full of high
drama, human truths, pathos, sudden reversals, empathy,
pain and loss, giving you uncommon insight into other
people.
Ability Score Increase. Your Charisma score increases
by 1.
Proficiencies. Choose one skill proficiency from Deception,
Intimidation, Performance, or Persuasion.
Spoil the Ending. You use your knowledge of stories to
encourage your allies and deflate your enemies, telling of
how similar attempts have succeeded or failed in the past.
As an action, you can impose advantage or disadvantage
on a creature’s next ability check or attack roll, provided
they can hear and understand you. You may use this
feature a number of times equal to your Intelligence modifier
before taking a long rest.
SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E 5
Volume of Darkness
Your core text is a book of evil secrets and forbidden lore,
giving you a dangerous grasp of things both terrifying and
unforgivable.
Ability Score Increase. Your Strength score increases
by 1.
Languages. You can speak, read, write, and understand
either Infernal or Abyssal.
Dread Inscription. Your pages are covered with dark
and terrible symbols. You are proficient in Charisma (Intimidation)
checks.
Terrible Knowledge. You have advantage on all Intelligence
checks pertaining to evil-aligned creatures.
Draining Darkness. You recite terrible words from
your volume that you yourself barely comprehend. At the
start of each adventuring day, you may prepare a number
of cantrips from the Warlock spell list equal to your
Intelligence modifier. You may cast these cantrips, using
Intelligence as your casting ability. After casting a number
of cantrips equal to your Intelligence modifier, you may
not use this feature again until after a long rest. This
benefit increases to 1st level spells at 4th level, 2rd at 8th
level, 3rd at 12th level, and 4th at 20th level. After casting
a spell, for each spell level cast, take 1 level of exhaustion.
Cantrips count as 1st level spells for this feature. All
levels of exhaustion are cumulative.
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