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Magewright
In Khorvaire, magic is part of everyday life. A chef might
use prestidigitation to heat and season food, while a
blacksmith uses mending to perform minor repairs and
guidance to help inspire their work. Those who work mi
nor magic into their labors are called magewrights.
Far more limited in magical power than a typical
spellcaster, a magewright is dedicated to learning a
handful of spells, and magewrights cast their non-can
trip spells as rituals-even spells that can't normally
be cast in this way. Most magewright rituals take 10
minutes to perform, but certain complex rituals can
take up to 1 hour. However long the ritual takes, it re
quires extra material components, usually in the form of
dragonshards.
CREATING A MAGEWRIGHT
The magewright stat block provides the baseline statis
tics for a magewright. You then add to that baseline by
choosing a specialty from the Magewright Specialties
table, or roll for one. The specialty determines addi
tional spells the magewright knows, including ones that
can be cast only as rituals. The specialty also gives the
magewright more proficiencies.
MAGEWRIGHT SPECIALTIES
d8 Specialty Spells
Artisan Guidance, mending
Proficiencies
One type of
artisan's tools
2 Entertainer Minor illusion, thau- Performance (+3)
maturgy. Ritual only:
disguise self.
3 Healer Resistance, spare the Medicine (+4),
4 Lamp-
lighter
5 Locksmith
6 Mediator
7 Medium
8 Oracle
dying. Ritual only: herbalism kit
detect poison and dis-
ease, lesser restoration
(1 hour).
Light. Ritual only: con
tinual flame (1 hour).
Mending. Ritual only:
arcane lock (1 hour),
knock.
Guidance. Ritual only:
comprehend languages,
zone of truth.
Minor illusion. Ritual
only: speak with dead.
Guidance. Ritual only:
augury, divination (1
hour).
Tinker's tools
Thieves' tools,
tinker's tools
Insight (+4),
Persuasion (+3)
Deception (+3),
Religion (+4)
History (+4),
Religion (+4)
CHAPTER 6 I FRIENDS AND FOES
MAGEWRIGHT
Medium humanoid (a ny ra ce), any alignment
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+l)
Skills Arcana +4
CON
10 (+O)
Senses passive Perception 12
INT
14 (+2)
WIS
14 (+2)
Languages Common plus any two languages
Challenge 0 (0 XP)
CHA
12 (+1)
Spellcasting. The magewright's spellcasting ability is Intelli
gence (spell save DC 12 ). To cast one of its rituals, the mage
wright must provide additional material components whose
value in gold pieces is 20 times the spell's level. These com
ponents are consumed when the ritual is finished. The mage
wright knows the following spells:
At will: mage hand, prestidigitation
Rituals: knock
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.