Medium Humanoid (Dwarf), Chaotic Good
Armor Class 14 studded leather
Hit Points 59 (7d8 + 28)
Speed 25 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
14 (+2)
Skills Arcana +5, Athletics +5, Intimidation +4, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Dwarvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Artisan's Expertise. Captain Quicksmith is proficient with carpenter's tools and tinker's tools. Her proficiency bonus is doubled for any check she makes that use either of those proficiencies. In addition, whenever Captain Quicksmith makes an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of Ghirapur), she is considered proficient in the History skill and adds double her proficiency bonus to the check, instead of her normal proficiency bonus.

Flourish. Captain Quicksmith adds her charisma modifier to the damage roll for her longsword attacks (included in the attack).

Sea Legs. Captain Quicksmith is proficient with vehicles (sea/air). In addition, she has advantage on ability checks and saving throws to avoid being knocked prone.

Servocrafting. Captain Quicksmith can cast the find familiar spell as a ritual, creating a servo to serve as her familiar instead of an animal. The servo is a Tiny construct with 20 ft. movement speed, immunity to the charmed and poisoned conditions and to poison damage, and the following statistics:

AC 11 (natural armor)

Hit Points 10 (3d4 + 3)

STR 4 (-3), DEX 11 (+0), CON 12 (+1)

INT 3 (-4), WIS 10 (+0), CHA 7 (-2)

In every other way, a servo familiar functions as described in the find familiar spell.

Captain Quicksmith can communicate telepathically with her servo familiar and perceive through its senses as long as it is on the same plane of existence. She can speak through the servo in her own voice.

Spellcasting. Captain Quicksmith’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). To cast a spell of 1st level or higher that can't normally be cast as a ritual, Captain Quicksmith must provide additional material components whose value in gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. Captain Quicksmith knows the following spells:

At will: friends, guidance, mage hand, mending, prestidigitation, ray of frost

1st level: ceremony (ritual), detect magic (ritual), disguise self, fog cloud, knock, mage armor, witch bolt

2nd level: gust of wind, Melf's acid arrow, misty step

Actions

Multiattack. Captain Quicksmith makes two attacks: one with her hand crossbow and one with her longsword. Alternatively, Captain Quicksmith can forgo one of her own attacks to allow her servo familiar to make one attack of its own.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.

Servo Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Reactions

Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of Captain Quicksmith that can hear her misses with an attack, Captain Quicksmith can yell perilous threats to allow that creature to reroll the attack roll.

Description

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-cantrip 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 requires extra material components, usually in the form of aether.

As a magewright, Captain Quicksmith has mastered the art of on-the-fly invention, improvement, and jury-rigging. She can use her talents to create immediate, short term magical effects similar to spells, given time and an adequate supply of aether.

If Captain Quicksmith comes across a schematic geared towards magewrighting or studies with another magewright, she might be able to add another spell to the effects she has mastered. The spell must be 4th level or lower and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether she uses as she experiments with the spell effect to master it.

Monster Tags: dwarf

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