| 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.