Age. Nimblewrights are typically between 1 and 100 years old and do not deteriorate due to age. Alignment. Most nimblewrights tend toward neutrality in all matters and value practicality and logic. Size. Your size is Medium. Most nimblewrights stand between 5 and 6 feet tall and weigh between 80 and 100 pounds. Speed. Your base walking speed is 30 feet. Construct. Your creature type is construct, rather than humanoid. Construct Resilience. Your construct origins give you remarkable fortitude, represented by the following benefits: • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You are immune to disease. • You don’t need to eat, drink, or breathe. • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Nimblewright Components. You can install one nimblewright component in your body, which gives you a benefit. You can swap or remove a component during a short or long rest, and you can only power one component at a time. Choose three nimblewright components, which you carry and for which you are outfitted, from the following list: • Bright Eyes. With this component installed, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. • Fleet Feet. With this component installed, your base walking speed increases 10 feet. • Hidden Compartment. With this component installed, you have a spring-loaded hidden compartment on your body that can carry and hide one Tiny creature or object inside of you. • Keen Ears. With this component installed, you have advantage on Wisdom (Perception) checks that rely on hearing. • Power Lifter. With this component installed, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. • Voice Box. With this component installed, you can speak any language you understand Repairable. The mending cantrip has the effect of the spare the dying cantrip if it is cast on you. Sentry’s Rest. When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but you aren’t rendered unconscious, and you can see and hear as normal. Sure-Footed. You are constructed to keep your balance, and have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Languages. You can understand, read, and write Common, but you cannot speak without a voicebox(see “Nimblewright Components”).