Brave New Vardia Humanoid Crew Brinewright

creature

Brinewright

Magical Shipsmith

Ability Mod Save
STR 10 +0 +0
DEX 16 +3 +3
CON 10 +0 +0
INT 16 +3 +3
WIS 10 +0 +0
CHA 10 +0 +0

Medium Humanoid (Any)

Armor Class 13

Hit Points 18 (4d8)

Proficiency Bonus 2

Speed
30ft.
Challenge
1/2 (XP 100)
Gear
Pistol, Hammer, Sparkdust Pouch, Tinker's Tools
Expert Seafarer
The Brinewright adds double its proficiency bonus on ability checks and saving throws made by a water vehicle it is piloting.

Actions

Hammer
Melee Weapon Attack, one target, 5ft. reach, +2 to hit, 1d4 bludgeoning damage.
Pistol
Ranged Weapon Attack, one target, range 30/90 ft., +5 to hit, 1d10+3 Piercing damage.

Ship Infusions

At the completion of a 1 hour ritual involving sparkdust, the Brinewright can apply one magical effect to a water vehicle they are touching, which lasts for 24 hours. A water vehicle can only be affected by one Ship Infusion at a time. If another ritual is performed, the effect of another Ship Infusion ends.

Resonant Hull
The ship gains 20 Temporary Hit Points. As long as the ship still has these hit points, it will remain watertight.
Gustfunnel Sails
All movement speed granted by sails is doubled.
Galvanic Anchor
When the anchor is deployed the ship becomes immovable and will hold position against strong currents, wind, and collisions.
Fogcarver Aura
Illuminates fog, darkness, and rain in a 1-mile-radius sphere around the ship.
Sparkdust Barrel
One of the ship’s ranged weapons deals an extra 3d6 lightning damage on a hit.

Members of an artificer tradition focused on nautical enchantments, Brinewrights often exchange their services for free travel, allowing them to spread their craft across the material plane.

~ Written by a Human Being ~

This entry last updated Dec 4 2025

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