Small Humanoid, Lawful Good
Armor Class 13 Leather Armor
Hit Points 40 (5d8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +5, Insight +4, Sleight of Hand +4
Senses Darkvision Goggles of Night, Passive Perception 12
Languages Common, Dwarvish, Gnomish, Halfling
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The magewright’s spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright 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. The magewright knows the following spells:

At will: mage hand, prestidigitation

Rituals: knock

Boy Artisan. Guidance, Mending

Yob Locksmith. Mending, Ritual only: Arcane Lock, Knock 1 hour

Goggles of Night. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

 

 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Quickfire Crossbow. Ranged Weapon Attack:+4 to hit, range 80/320 ft., Hit: 8(1d8 + 2) piercing damage. This cleverly designed crossbow holds 10 crossbow bolts in a circular clip, two shots can be fired per turn, on a natural 1 the Quickfire Crossbow jams and a full action is required to clear the weapon. If the wielder attempts to make more than two shots there is a 50% chance the Quickfire Crossbow will break, roll a d100 for each subsequent attack after the second.

Description

Boy and Yob, have given up their names and the entirety of their free time to follow along with master artificer, Gumperstamp Washtubbins. They hope someday to become full fledged members of the temple of Gond, The House of Wonders, once the city of Waterdeep is retaken.
Demna_MacDermot

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