Creatures of pure imagination, the skriblin appear as moving illustrations that speak, breathe, and think like normal humanoids. Let’s find out more about this weird D&D Spelljammer race.
Pure Imagination
Skriblin appear magically in densely populated cities. Scholars believe that the skriblin are the incarnation of humanoid creativity; an overflowing of artistic energy made manifest. Although they contain similar levels of arcane and cosmic energy to other humanoids, scholars agree that these energies don’t support the skriblin’s existence. Rather, they are elementals of creativity. Although many have tried to harness this creative energy for other purposes, the skriblin and the force that animates them remains as mysterious as ever.
The skriblin themselves have little interest in their source of life, and instead concern themselves with living lives that conform to their core being or essence. Scholars have noted that this odd behavior often correlates to tropes from drama, bardic sagas, and story telling.
Skriblin D&D Race Traits
Your skriblin is a walking, talking drawing. Although no two skriblin look the same, they share the following common features.
Ability Score Increase. One ability score of your choice increases by 2. Another ability score increases by 1.
Ageless. Skriblin enter life fully formed. You do not age, are immune to aging effects, and take no penalty for being old.
Alignment. Most skriblin tend to be chaotic, but there is no hard and fast rule for this diverse race. All skriblin follow their alignment without deviation, only ever changing alignment through magical means afflicted on them.
Size. Most skriblin are Small, while a few are Medium.
Speed. Your base walking speed is 25 feet if you’re Small, or 30 feet if you’re Medium.
Languages. You can speak, read, and write Common and one extra language of your choice. Skriblin usually adopt the language of the societies they live within.
Animata. You contain creative energy that sustains you. While you have no levels of exhaustion, you have advantage on saving throws you make to avoid gaining a level of exhaustion.
Animated Creator. You know the prestidigitation cantrip. Charisma is your spellcasting ability for it.
Trope*. Choose a trope that you most closely align with. You have advantage on skill checks and saving throws where your trope is applicable. For example, if you choose to be “the only sane man“, you might have advantage on Wisdom saving throws to avoid being compelled, and on Wisdom (Insight) checks to avoid being fooled. TvTropes.org has a long list of character tropes worth checking out. The Dungeon Master is the final arbiter of how your trope is used in the game.
* Trope might be the weirdest racial trait I have ever written, and the skriblin is certainly the weirdest race. Have fun, and don’t take it too seriously.
RPG Blog Carnival — Adventures in Space
This month’s RPG Blog Carnival, themed around ‘Adventures in Space’, is fast coming to a close. Be sure to check out the first post, and especially the comments, for loads of other articles related to our theme. I’ll also have a roundup article posted, soon, so check back here in a few days.
Want More Weird Races Like the Skriblin?
The Skriblin and their friends will appear in the forthcoming Space Punks book, published by us here at Rising Phoenix Games. Be sure to subscribe to our newsletter to keep up to date about the project.
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Hi there, I’m Rodney.
Writer, Game Designer, Editor, Kitbasher, Skateboarder, and Ork ‘Ed Banga. But Nothing Without Christ!