Eberron - Rising from the Last War

(Joyce) #1

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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.
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