In the game I'm running, the party was able to salvage two Nimblewright bodies and would like to try and revive them or at least one of them using viable party from the other. I did some research and found some 3rd edition rules on how to construct a Nimblewright, but they do not align with the 5th edition.
A nimblewright’s body is a hollow humanoid shell made of flexible precious metal alloys weighing 500 pounds. It costs 35,000 gp to create, which includes 15,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or Profession (mason) check (DC 16). The creator must be 18th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires the geas/quest, haste, limited wish, and polymorph any object spells
Questions:
1) Suggestions or feedback on what you think would be a good conversion of these 3rd edition rules to 5th edition.
2) Since a bulk of the work is done, they have the bodies, what would you say the effort to repair one of the Nimblewright?
This version says it’s mostly made of wood so maybe carpenters tools. And someone who can cast.
And it says mending for repairs, so use that. Limited wish as a spell doesn’t exist anymore. Iirc it was a level 7 spell, so of that level, I could see maybe an argument for simulacrum (modified to use this body instead of ice) or create Magen.
The xp hit isn’t something in this edition either, but if you want to re-create it as physically taxing, maybe a couple levels of exhaustion.
As far as I know, this was coming out of Waterdeep Dragon Heist, the only entry for a Nimblewright in any of the books.
Allow the Mending spell to at least physically fix up the Nimblewright would be good but since it is just a shell I'm not too worried the party has just gained a powerful asset. Carpenters and Tinker's tools are a good suggestion. As a special variant Simulacrum or something that only Lantan Wizard (Original builders of Nimblewrights) would be able to cast.
As far as I know, this was coming out of Waterdeep Dragon Heist, the only entry for a Nimblewright in any of the books.
Allow the Mending spell to at least physically fix up the Nimblewright would be good but since it is just a shell I'm not too worried the party has just gained a powerful asset. Carpenters and Tinker's tools are a good suggestion. As a special variant Simulacrum or something that only Lantan Wizard (Original builders of Nimblewrights) would be able to cast.
You can always make the spell a homebrew that can only be found, not selected. And then make finding it a side quest. Meanwhile, someone can carry the thing around in a backpack like C-3PO.
As far as I know, this was coming out of Waterdeep Dragon Heist, the only entry for a Nimblewright in any of the books.
Allow the Mending spell to at least physically fix up the Nimblewright would be good but since it is just a shell I'm not too worried the party has just gained a powerful asset. Carpenters and Tinker's tools are a good suggestion. As a special variant Simulacrum or something that only Lantan Wizard (Original builders of Nimblewrights) would be able to cast.
You can always make the spell a homebrew that can only be found, not selected. And then make finding it a side quest. Meanwhile, someone can carry the thing around in a backpack like C-3PO.
When the party was traipsing around Waterdeep carrying one of the Nimblewrights this was exactly the image I had.
I'd worry about more being created. Probably not a reasonable worry, but that's where my brain initially goes. I think I would make them seek out the services of an elusive arcanist to bring it to life or some such.
In the game I'm running, the party was able to salvage two Nimblewright bodies and would like to try and revive them or at least one of them using viable party from the other. I did some research and found some 3rd edition rules on how to construct a Nimblewright, but they do not align with the 5th edition.
A nimblewright’s body is a hollow humanoid shell made of flexible precious metal alloys weighing 500 pounds. It costs 35,000 gp to create, which includes 15,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or Profession (mason) check (DC 16). The creator must be 18th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires the geas/quest, haste, limited wish, and polymorph any object spells
Questions:
1) Suggestions or feedback on what you think would be a good conversion of these 3rd edition rules to 5th edition.
2) Since a bulk of the work is done, they have the bodies, what would you say the effort to repair one of the Nimblewright?
Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
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Setup:
In the game I'm running, the party was able to salvage two Nimblewright bodies and would like to try and revive them or at least one of them using viable party from the other. I did some research and found some 3rd edition rules on how to construct a Nimblewright, but they do not align with the 5th edition.
Questions:
1) Suggestions or feedback on what you think would be a good conversion of these 3rd edition rules to 5th edition.
2) Since a bulk of the work is done, they have the bodies, what would you say the effort to repair one of the Nimblewright?
I would say that either the Smith’s or Tinker’s tools for any repairs would suffice, and then the spells.
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This version says it’s mostly made of wood so maybe carpenters tools. And someone who can cast.
And it says mending for repairs, so use that. Limited wish as a spell doesn’t exist anymore. Iirc it was a level 7 spell, so of that level, I could see maybe an argument for simulacrum (modified to use this body instead of ice) or create Magen.
The xp hit isn’t something in this edition either, but if you want to re-create it as physically taxing, maybe a couple levels of exhaustion.
I didn’t realize that it was mostly wood this edition
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
As far as I know, this was coming out of Waterdeep Dragon Heist, the only entry for a Nimblewright in any of the books.
Allow the Mending spell to at least physically fix up the Nimblewright would be good but since it is just a shell I'm not too worried the party has just gained a powerful asset. Carpenters and Tinker's tools are a good suggestion. As a special variant Simulacrum or something that only Lantan Wizard (Original builders of Nimblewrights) would be able to cast.
You can always make the spell a homebrew that can only be found, not selected. And then make finding it a side quest.
Meanwhile, someone can carry the thing around in a backpack like C-3PO.
When the party was traipsing around Waterdeep carrying one of the Nimblewrights this was exactly the image I had.
I'd worry about more being created. Probably not a reasonable worry, but that's where my brain initially goes. I think I would make them seek out the services of an elusive arcanist to bring it to life or some such.
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Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending
spell is cast on it.