Artificer Of The Gearwrights' Assembly Image

The Gearwrights' Assembly is a prestigious guild based in Neverwinter, renowned for its ingenious artificers and inventors. The guild stands at the forefront of innovation, seamlessly blending magic and mechanics to create wonders that bolster the city’s defenses and economy. Members of the Assembly are dedicated to advancing the field of mechatronics, pushing the boundaries of what is possible with their unique blend of craftsmanship and arcane knowledge.

 

 
Skill Proficiencies: Arcana, History
Tool Proficiencies: Leatherworker's Tools, Smith's Tools, Woodcarver's Tools, A set of artisan's tools (one of your choice).
Languages: One of your choice.
Equipment: Tinker's Tools, A set of artisan’s tools (one of your choice), a detailed sketchbook full of designs and schematics, a small set of gears and cogs, a set of traveler’s clothes, and a pouch containing 15 gp
 
Feature: Master of Mechanisms

As an established and respected member of the Gearwrights' Assembly, you can rely on certain benefits that membership provides. Your fellow Assembly members will provide you with lodging and food if necessary, and pay for your funeral when you pass. The Assembly has guildhalls in Neverwinter, Waterdeep, and Luskan.

If you are accused of a crime, the Assembly will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the Assembly, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers, so be wary.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

 

 
Spell List

As a member of a prestigious guild of artificers, you have been meticulously trained in their specific trade secrets, gaining unique insights and skills that set you apart. 

Spell Level Spells
Cantrip mending

As a member of an Gearwrights' Assembly you're taught the cantrip Mending from an early point in your training and are expected to use it constantly. This innate understanding of the spell leads to it being an inherent feature of your mind and body, and as a result, Mending can be cast without any Verbal or Material components.

 
Suggested Characteristics
 Roll the corresponding dice or choose up to six (6) characteristics from the table below.
d6 Personality Trait
1 I’m always excited to discuss the latest advancements in mechanics and engineering.
2 I approach every problem with a detailed, analytical mindset.
3 I have a tendency to get lost in my work, sometimes forgetting to eat or sleep.
4 I love to share my knowledge with anyone willing to learn.
5 I am constantly tinkering with small objects, even when I'm supposed to be doing something else.
6 I have a passion for discovering how things work and taking them apart.
d8 Ideal
1 Innovation: The path to progress is paved with new inventions and ideas. (Chaotic)
2 Knowledge: The more we know, the better our inventions. (Neutral)
3 Community: Working together, we can create wonders. (Good)
4 Greed. I’m only in it for the money. (Evil)
5 Order: A well-built mechanism functions best with every part in its place. (Lawful)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
7 Ambition: I will build something that will make me famous. (Any)
8 Curiosity: I live to discover new secrets and hidden mechanisms. (Neutral)
d8 Bond
1 My mentor was the one who introduced me to the wonders of mechanics, and I strive to honor their legacy.
2 I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
3 I’m dedicated to the assembly and will defend it against any threats.
4 My greatest invention was stolen, and I will do whatever it takes to get it back.
5 One day I will return to my guild and prove that I am the greatest artisan of them all.
6 I owe everything to the assembly; without their support, I'd be nothing.
7 I discovered an ancient schematic that could revolutionize our craft; protecting and studying it is my life's goal.
8 My family has a history in the assembly, and I intend to uphold that legacy.
d6 Flaw
1 I can be overly focused on my work, to the detriment of my social relationships.
2 I sometimes take unnecessary risks to test my inventions.
3 I am secretive about my projects, fearing they might be stolen.
4 I have a tendency to look down on those who don’t understand mechanics.
5 I can be stubborn and unwilling to accept criticism of my designs.
6 I often forget practical needs in favor of theoretical possibilities.
 
 
Contacts

You have a few known associates throughout the Sword Coast, where the Assembly makes its home.

d1 Contact
1 Elmar Barthen
 
Variant Artificer of The Gearwrights' Assembly: Innovator of Mechanics

As a well established and respected member of the Gearwrights' Assembly, you can rely on a greater variety of benefits that membership provides. Your fellow Assembly members will provide you with lodging and food free of cost, and pay for your funeral when you pass. The Assembly has guildhalls in Neverwinter, Waterdeep, and Luskan.

If you are accused of a crime, the Assembly will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the Assembly, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers, so be wary.

You must pay dues of 15 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

 

 
Variant Feature: Technomagical Innovation

Your talent for creating magical items and weapons, especially those that fuse arcane energy with mechanical parts, is exceptional. 

You gain proficiency with one additional type of artisan's tools, and you can create simple magical items using any tool proficiency you have during downtime. 

Choose an item from the table below. Check with your DM for ingredient availability.

You must obtain at least two (2) ingredients in the recipe, and the Assembly will provide the rest through your Handy Haversack.

 

Item Downtime (days) Ingredients
Clockwork Amulet (Common) 3 Tiny gears from an ancient clocktower, a shard of crystallized time, fine silver wire, part of a Modron
Cloak of Many Fashions (Common) 3 Fine cloth from a mimic, enchanted thread, glamour essence from a Pixie
Erstaz Eye (Common) 3 Glass eye from a construct, enchanted lenses, arcane sigils carved from a Beholder's stalk
Pole of Collapsing (Common) 3 Fine wood from a treant, arcane hinges, essence of elasticity from a Gelatinous Cube
Goggles of Night (Uncommon) 10 Glass lenses ground from starlight crystals, darkwood frame from a shadow grove, nightshade nectar, Shadow Demon essence
Alchemy Jug (Uncommon) 10 Ceramic jug fired in dragonfire, enchanted water from a fey spring, various alchemical herbs, essence from a Water Elemental
Bag of Holding (Uncommon) 10 Woven cloth from an ethereal loom, enchanted thread spun under a full moon, essence of pocket dimensions, piece of a Mimic
Lantern of Revealing (Uncommon) 12 Lantern frame forged from mithral, enchanted oil infused with faerie fire, powdered silver from a celestial forge, Dust Mephit wings
Necklace of Adaptation (Uncommon) 22 Sturdy chain forged from an ironwood tree, elemental essence of air and water, protective rune inscribed with a phoenix feather, Gill of a Kuo-toa
Eversmoking Bottle (Uncommon) 15 Glass bottle blown from volcanic glass, smoke essence captured from a fire elemental, sealing wax from a shadow dragon, dust of an Earth Elemental
Bracers of Archery (Uncommon) 20 Leather from a griffon's hide, bowstring fibers from a unicorn’s mane, arcane sigils etched with dragon’s breath, Quiver of a Gnoll
Cloak of Elvenkind (Uncommon) 20 Elven silk woven in the heart of Lothlórien, enchanted leaves from the Elder Tree, essence of shadows captured at twilight, cloak of a Drow
Boots of Striding and Springing (Uncommon) 25 Sturdy leather from a dire wolf, springs from a clockwork beast, essence of wind captured in a bottle, Hoof of a Satyr
Winged Boots (Uncommon) 25 Soft leather from a Pegasus, feathers from a celestial owl, levitation runes inscribed with angelic script, Wing feather of an Aarakocra
 

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Artificer Of The Gearwrights' Assembly Image

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