Order of the Roll - Dungeons and Dragons Skeleton - Order of the Roll

Skeleton

Dnd Skeleton Race

Skele­tons are undead beings com­posed of the bones of a once-liv­ing per­son. They retain the gen­er­al shape of their orig­i­nal race though now only as bare rem­nants of what they once were.If you are a Skele­ton, it means you have died… yet some­how been brought back to a form of “life.”

Magic

The mag­ic that rean­i­mates a Skele­ton can come from many sources a necro­mancer, a demon, a rest­less spir­it, or some oth­er super­nat­ur­al force. Some­times it’s even the result of an acci­dent or an ancient curse that stirs the bones into motion. What­ev­er the cause, the result is the same: a soul or ener­gy ani­mates the skele­tal frame.

Damage

Although Skele­tons are tech­ni­cal­ly already dead, they can still take dam­age. When struck, bones can crack or limbs may detach but as long as the mag­ic sus­tain­ing them remains active, they can reassem­ble them­selves and con­tin­ue fight­ing. They are dif­fi­cult to destroy com­plete­ly, but far from invul­ner­a­ble.

Former Life

As a Skele­ton, you may retain faint frag­ments of mem­o­ry from your for­mer life. If you once belonged to a race with spe­cial abil­i­ties such as wings or innate mag­i­cal pow­ers you lose those phys­i­cal traits, for you are now noth­ing more than a col­lec­tion of bones.

Tactics

Skele­tons are most often found in places steeped in death and decay: ancient dun­geons, bat­tle­fields, aban­doned tem­ples, or crypts. They are instinc­tive­ly drawn to the lin­ger­ing ener­gies of such places.

Thanks to their unique anato­my, Skele­tons often employ cre­ative tac­tics in com­bat. Some learn to use their own bones as weapons such as detach­ing a rib or skull to hurl at an ene­my. Their light­weight and flex­i­ble struc­ture also makes them sur­pris­ing­ly quick and agile.

Stats

  • Abil­i­ty Score Increase. Your Con­sti­tu­tion score increas­es by 2 and your wis­dom by 1.

  • Age. Not count­ing their pre­vi­ous lives, skele­tons can be near­ly any age. Skele­tons don’t age, and won’t die of old age until the mag­ic keep­ing them alive col­laps­es.

  • Align­ment. Skele­tons are usu­al­ly neu­tral, though evil or chaot­ic skele­tons are com­mon.

  • You are how­ev­er tall you were in life and weigh sig­nif­i­cant­ly less. Your size is Medi­um.

  • Speed. Your base walk­ing speed is 30 feet.

  • Dark­vi­sion. Thanks to the fact that you have no eyes, mag­ic was nec­es­sary to give you sight. In addi­tion to being able to see in nor­mal light, you can see in dim light with­in 60 feet of you as if it were bright light, and in dark­ness as if it were dim light. You can dis­cern col­or in dark­ness.

  • Restor­ing Limbs. You can restore any limb after it being detached or destroyed by sim­ply find­ing a suit­able replace­ment, then using your action to attach it.

  • Skele­tal Nature. You are immune to dis­ease, being poi­soned and poi­son dam­age. You do not need to eat or breathe. Instead of sleep­ing, you enter an inac­tive state for 4 hours each day. You do not dream in this state; you are ful­ly aware of your sur­round­ings and notice approach­ing ene­mies and oth­er events as nor­mal.

  • False Appear­ance. You may, as an action, col­lapse your form into a pile of bones. While you remain motion­less, you are indis­tin­guish­able from a nor­mal pile of bones. In this state, you are prone and your speed is 0.

  • Undead. Your crea­ture type is undead.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon and the lan­guage of your coun­try if you have that and two oth­er lan­guages that you want.
  • You are a skele­ton. You can be a skele­ton from any race.

Lost Mem­o­ries

1

You recall a phys­i­cal­ly painful moment. What mark or scar on your body does it relate to?

2

A mem­o­ry brings tears to your eyes. Is it a bit­ter or cheer­ful mem­o­ry? Does recall­ing it make you feel the same way?

3

You recall a child­hood mem­o­ry. What about that event or who you were still influ­ences you?

4

A mem­o­ry brings with it the voice of some­one once close to you. How do they advise you?

5   

You recall enjoy­ing some­thing that you can’t stand doing now. What is it? Why don’t you like it now?

6

A mem­o­ry car­ries a vivid smell or sen­sa­tion. What are you going to do to recre­ate that expe­ri­ence?

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