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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.

           C R EATING 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.

              G
           MA E W  R I G H T   S P E C I AL I E S            MAGEWRIGHT
                                T
           d8  Specialty   Spells         Proficiencies      Medium humanoid (any race), any alignment
               Artisan   Guidance, mending   One type of
                                                                      1
                                          artisan's tools    Armor Class  1
                                                             Hit Points 9 (2d8)
            2   Entertainer  Minor illusion, thau-  Performance (+3)   Speed 30 ft.
                        maturgy. Ritual only:
                        disguise self.                         STR    DEX    CON     INT    WIS    CHA
            3   Healer   Resistance, spare the   Medicine (+4),   11  (+0)   13 (+l)   10 (+O)   14  (+2)   14 (+2)   12 (+1)
                        dying. Ritual only:   herbalism kit
                                                             Skills Arcana +4
                        detect poison and dis-
                                                            Senses passive Perception  2
                                                                                1
                         ease, lesser restoration
                                                             Languages Common plus any two languages
                         (1  hour).                         Challenge 0 (0 XP)
            4   Lamp-   Light. Ritual only: con­  Tinker's tools
               lighter   tinual flame (1 hour).             Spellcasting. The magewright's spellcasting ability is  n telli­
                                                                                                  I
            5   Locksmith   Mending. Ritual only:   Thieves' tools,   gence (spell save DC  2 ). To cast one of its rituals, the mage­
                                                                            1
                        arcane lock (1 hour),   tinker's tools   wright must provide additional material components whose
                        knock.                               value in gold pieces is 20 times the spell's level. These com­
                                                                                          fi
            6   Mediator   Guidance. Ritual only:   Insight (+4 ,    ponents are consumed when the ritual is  n ished. The mage­
                                                  )
                                                            wright knows the following spells:
                        comprehend languages,  Persuasion (+3)
                        zone of  truth.                     At will: mage hand, prestidigitation
            7   Medium   Minor illusion. Ritual   Deception (+3),   Rituals: knock
                        only: speak with dead.   Religion (+4)   AC I O N S
                                                               T
            8   Oracle   Guidance. Ritual only:   H i story (+4),
                                                                                                        o
                                                                       o
                                                            Dagger. Melee  r   Ranged Weapon Attack: +3 to hit, reach 5 ft.  r
                        augury, divination (1   Religion (+4)   range 20/60 ft., one target. Hit: 3 (ld4 + 1 )   piercing damage.
                        hour).
          C  H  APTER  6  I  FRIENDS AND FOES
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