Homebrew Awakened Spellbook Species Details

Every book has an author. Ask yourself who wrote you and why.

Awakened Spellbook Traits

Your living spellbook character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was created.

Ability Score Increase

Your Intelligence and Wisdom scores both increase by 2.

Age

The maximum living spellbook lifespan remains a mystery; so far, living spellbooks have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Most living spellbooks take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size

Your size is Tiny.

Speed

You have limited ability to move on your own, typically relying on others for your transportation. Due to your magical nature you have gained a flying speed of 10 feet and can hover.

Bound Resilience

You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Give Your Spine a Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Protection of the Posessed

Your AC is 10 and you do not add your dexterity to your AC. You cannot wear armor, but your AC can be increased by acquiring a new cover, which takes an hour to absorb. If you absorb a new cover while you already have one, the old cover is removed and you lose all benefits you had from it, though you can reabsorb it again at a later time using the same process. While you live, your cover and pages cannot be removed against your will.

Further, you and your carrier gain additional reactions while being carried, you can both use these reactions a combined number of times equal to your proficiency bonus and regain all uses after a long rest:

  • When subjected to an effect that causes you to make a dexterity saving throw, your carrier can use their reaction to protect you from harm, causing you to only take half damage on a failure and no damage on a success. However, the stress of being manhandled causes strain: if you are concentrating on a spell you must make a DC 10 Constitution saving throw or lose concentration on the spell.
  • When your carrier is hit by an attack, you can use your reaction to intercept the attack, granting a bonus equal to half your proficiency bonus, rounded up. If it still would hit, you both take half the damage, otherwise only you take half the damage.

The standard cover upgrades follow:

  • Studded (40g) - AC becomes 11 and you gain proficiency in deception
  • Furred (75g) - AC becomes 12 and you gain proficiency in animal handling
  • Velvet (125g) - AC becomes 13 and you gain proficiency in persuasion
  • Chains (250g) - AC becomes 14 and you have proficiency in athletics
  • Scales (500g) - AC becomes 15 and you gain proficiency in intimidation
  • Plate (1,500g) - AC becomes 16 and you gain proficiency in athletics

 

A Book Knows Best

You gain expertise with calligrapher's supplies and forgery kits.

Languages

You can speak, read, and write Common and one other language of your choice.

Still Presence

You have Disadvantage on Strength and Dexterity Saving Throws while not carried. You are considered Prone when you aren’t carried and just left on the ground, but not while on a raised surface such as a desk or podium. When you remain motionless and do no speak, you are indistinguishable from any other large, leather bound book, granting advantage on stealth checks.

Humanoid Soul

You are both a humanoid and construct for all targeting purposes. Healing spells repair you. Potions are absorbed by your pages and fix your binding. If the mending spell is cast on you, you may expend a hit die to heal yourself.

Absorbed Attunement

At the end of the hour you spend attuning to a magic item, the item disappears and becomes an intricate drawing on your pages. You or your carrier gain the approximate benefits of the item's ability. Your carrier cannot gain this benefit if it would result in them benefiting from more attunement than they are allowed. 

Ribbon Bookmark

Your bookmark is a ribbon approximately 15 inches long. You can use it to grasp small objects such as pens for writing and pebbles for throwing at anyone you would like to annoy. This Ribbon, while too tough to tear, is not quite strong enough for any attacks it does to cause damage.

Given a minute, you can tie yourself to an object or piece of clothing. When tied to something in this manor, you have disadvantage on dexterity based checks. You can undo the knot as an action. Someone else can undo the knot with a DC 15 Sleight of Hand or Athletics check. 

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