Your character starts with the following competencies:
Trade: A craft skill of your choice
Your character starts with the following traits:
Resilience. Your Will increases by 2.
Minor Dweomer. For any item you craft, you may choose one of the following effects for it to have:
- Glows a color of your choice as bright as a torch.
- Cleans and repairs minor damage every 24 hours.
- Has a vague harmless sensory effect of your choosing.
Your character starts with the following abilities:
ARCANE, DIVINATION, POWER 0
As an action, you tap an object of a craft you’re competent in with the appropriate craft tool, and for one minute, the next check taken with the object has advantage.
ARCANE, TRANSMUTATION, POWER 0
As an action, you tap an object of a craft you’re competent in with the appropriate craft tool, and one minor damage, soiling, or wear is undone, as long as what’s being undone is no greater than 1 foot in any dimension.
ARCANE, DIVINATION, POWER 1
You spend ten minutes closely inspecting an object you can see within 5 feet of you to determine the nature of any dweomers present. You learn the Power, science, and sphere of the effect.
If the effect is either one you already know, or is a slight variation of the same Power, you identify the exact effect.
You may also attempt an Arcana, Psykana, or Religion check (depending on the sphere of the effect) vs. 6+Power to determine the exact effect.
ARCANE, TRANSMUTATION, POWER 2
You spend eight hours tinkering with an object no larger than you can hold in one hand, bonding with it and feeding it some of your magic. It gains a flying (hover) speed equal to one of your movement speeds, 5 pound telekinesis out to 5 feet, 60 foot darkvision, and can understand you. It can take the Help, Hide, and Use an Object actions.
You can have one such object at a time; if you use this ability again, the former one loses all its abilities.