TEXT: SCRIPTORII
  An Arcane Playable Race for D&D 5E
  by david somerville
  
  2
  SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
  Scriptorii
  “SLAVE!” SNAPPED BENZOAR, “WHAT IS THE 
  Ninth Theorem of Binding? Quickly, before I lose my train 
  of thought!” The wizard was in a foul mood, as usual.
  “The Ninth,” said the scriptorii from the doorway, “is 
  that the strength of binding magic is inversely proportion-
  ate to the strength of what is bound.” The creature’s voice 
  rustled like pages being turned. He was a strange sight, 
  and often attracted comment by the wizard’s visitors—a 
  humanoid form, a little over ﬁ ve feet tall, made not of 
  fl esh or stone, but of yellowing pages covered in spidery 
  script. The invisible arcane force that bound his existence 
  into being held the pages together, but where there were 
  gaps, one could see that between the pages, there was 
  only emptiness. The scriptorii often wondered if that 
  empty space, the hollowness within, was where his soul 
  dwelt—or if it was all in the ink that covered every inch of 
  his form.
   
  —David Somerville, Song of the Scriptorii
  Born of the pages of books and the meddling of wizards, 
  the scriptorii are a people created by love of lore and 
  magical arrogance. Scriptorii are living tomes, held 
  together by arcane forces. Originally invented by wizards 
  to serve them in their magical practice, scriptorii have 
  spread beyond the towers of mages into the world below. 
  Their fi erce intellect often carries with it an intense 
  curiosity, and wherever there is a whisper of lost lore or 
  a secret to be uncovered, one might fi nd a scriptorii in 
  search of it.
  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 fi ve 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 themselves 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 artifi cial, 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 
  diﬃ  cult spellwork, taking the place of laborious memori-
  zation. But accidents happen to ambitious wizards all the 
  time, and some scriptorii walk free.
  
  3
  SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
  Living Tomes & Artificial Souls
  Originally created as living reference manuals and as-
  sistants 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 actu-
  ally 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 librar-
  ies 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 demon-
  stration.
  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 conscious-
  ness 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 dis-
  carded 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 Begin-
  ners, 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 in-
  creases 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 original book was published 60 years ago, 
  and they were bound 4 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 can speak, read, and write Common 
  and two other languages of your choice.
  Flammable. When you take fire damage, you must 
  make a Dexterity saving throw. The DC equals 10 or half 
  the damage you take, whichever number is higher. On a 
  failure, you catch fire and take an extra 1d6 fire damage 
  at the end of each of your turns as long as you are on fire. 
  You can use your action to put out the fire.
  
  4
  SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
  Paper Person. As a spirit-bound book, you don’t eat, 
  drink, or breathe. You also have resistance to poison 
  damage and have advantage on saves against the poi-
  soned 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 that would 
  put a humanoid to sleep instead renders you paralyzed 
  instead of unconscious for the effect’s normal duration.
  Made of Words. Scriptorii don’t search out hidden 
  knowledge from idle curiosity. Since you are formed of 
  paper and magic, you can attune to a spell scroll as a 
  magic item. When you attune to the scroll, it becomes 
  part of your form and is consumed, and cannot be reused 
  if you unattune to it. You may then cast the spell from that 
  scroll once, regaining the ability to do so after you finish 
  a long rest. Intelligence is your spellcasting ability for this 
  spell, and the DC of saving throws is 8 + your Intelligence 
  modifier + your proficiency modifier. At 1st level you may 
  attune to a spell scroll containing a cantrip. This benefit 
  increases to a 1st level spell at 6th level, 2nd at 11th level, 
  and 3rd at 16th level.
  Subrace. You are the bound spirit of a book or library 
  devoted to a certain topic. Choose one of these subraces 
  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. You have proficiency in your choice of 
  the Sleight of Hand or Stealth skill. You are also profi-
  cient 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 can give yourself a bonus to the attack and damage 
  roll equal to your Intelligence modifier. After you do so, 
  you can’t use this trait again until you finish 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 in-
  creases by 1.
  Proficiencies. You gain proficiency with two of the 
  following skills of your choice: Arcana, History, Investiga-
  tion, Nature, and Religion.
  Subject Expertise. Choose one creature type or envi-
  ronment. You have advantage on all Intelligence checks 
  pertaining to your chosen creature or environment.
  Arcane Lore. You know one cantrip of your choice 
  from the wizard spell list. Intelligence is your spellcasting 
  ability for it.
  Volume of Philosophy
  Your core text is a book of profound thoughts and intro-
  spection, giving you great insight into the reality of situa-
  tions.
  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 keep a number of 
  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 understands you 
  must make a Wisdom saving throw. The DC for this saving 
  throw equals 8 + your Intelligence modifier + your profi-
  ciency bonus. On a failed save, a creature is stunned until 
  the end of its next turn. 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 De-
  ception, 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 
  it can hear and understand you. You may use this feature 
  a number of times equal to your Intelligence modifier 
  (minimum of once). You regain all expended uses when 
  you finish a long rest.
  
  5
  SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
  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.
  Extra Language. You can speak, read, write, and under-
  stand either Abyssal or Infernal.
  Dread Inscription. Your pages are covered with dark 
  and terrible symbols. You gain profi ciency in the Intimida-
  tion skill.
  Terrible Knowledge. You have advantage on Intel-
  ligence checks made to recall information about evil 
  creatures.
  Draining Darkness. You recite terrible words from 
  your volume that you yourself barely comprehend. When 
  you fi nish a long rest, you may prepare a number of 
  cantrips from the warlock spell list equal to your Intelli-
  gence modifi er (minimum 1). You may cast these cantrips, 
  using Intelligence as your casting ability. After casting 
  these cantrips a number of times equal to your Intelli-
  gence modifi er, you may not use this trait again until after 
  a long rest. This benefi t 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.
  DUNGEONS & DRAGONS, D&D, 
  Wizards of the Coast, Forgotten 
  Realms, the dragon ampersand, 
  Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, 
  D&D Adventurers League, all other 
  Wizards of the Coast product 
  names, and their respective logos 
  are trademarks of Wizards of 
  the Coast in the USA and other 
  countries. All characters and 
  their distinctive likenesses are 
  property of Wizards of the Coast. 
  This material is protected under 
  the copyright laws of the United 
  States of America. Any reproduc-
  tion or unauthorized use of the 
  material or artwork contained 
  herein is prohibited without the 
  express written permission of 
  Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, 
  PO Box 707, Renton, WA 98057-
  0707, USA. Manufactured by 
  Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented 
  by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middle-
  sex, UB11 1ET, UK.
  5
  SCRIPTORII: AN ARCANE PLAYABLE RACE FOR D&D 5E
  these cantrips a number of times equal to your Intelli-
  gence modifi er, you may not use this trait again until after 
  a long rest. This benefi t 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.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/David Somerville/Scriptorii An Arcane Playable Race for D&D 5E.pdf