Jhoira is a nearly immortal Shivan artificer of the Ghitu tribe who studied at the Tolarian Academy on Dominaria. Slightly older than Teferi, she was Karn’s first friend after his activation, and gave him his name. She was used by Kerrick to infiltrate the Academy, which caused the temporal disaster that destroyed the first Academy and left Jhoira stranded on Tolaria for many years until the Headmaster Urza returned to found a new Academy. She devised a method to save her fellow student Teferi from a certain death, and enabled the academics to access the different time zones, becoming nearly immortal herself.
“You could say it was my pet project.”
Jhoira was the first captain of the skyship Weatherlight and afterward returned to Shiv to oversee powerstone production. During the Phyrexian Invasion, her homeland was phased out along with Teferi’s.
She returned to Dominaria along with Teferi, who was trying to bring the phased out continents back safely and close the rifts that threatened the Multiverse. In order for Jhoira to feel more at ease with the task, Teferi summoned two Ghitu warriors and two Viashino to accompany them. After losing a battle against Nicol Bolas, Teferi gave up his powers as a planeswalker to seal the time rift over Shiv, restoring the continent to its rightful form. Unbeknownst to Teferi, Jhoira wore an amulet around her neck, which contained a small Powerstone holding his Planeswalker spark. She has made this stone herself at the Thran Mana Rig.
Sixty years after the Mending, Jhoira managed to locate the remains of the Weatherlight off the coast of Urborg. She salvaged the Thran metal frame, the powerstone and the engines. Rebuilding it with a weatherseed she managed to get the ship fly worthy again, and assembled a new crew to fight against the rising Cabal.
In Dungeons & Dragons
With all her ingenuity, Jhoira has built a long list and variery of constructs with all purposes. A mechanical familiar, though, is not an easy-sale for your regular Dungeons & Dragons. As a character class, the artificer was introduced in the Eberron: Rising from the Last Was sourcebook, but was also included later in Tasha’s Cauldron of Everything. The card’s ability besides flying, is totally unrelatable to D&D, so we had to find another way to make it super special… and considering how special it is as a companion to Jhoira, well… see it for yourself.
Jhoira’s Familiar is a tiny construct with AC 13 (natural armor) and hit points equal to 1 + your character level. Its speed is 5 ft., fly 30 ft. It is immune to poison damage and the exhaustion, charmed, frightened, paralyzed and poisoned conditions. It shares its owner’s saving throws and skill modifiers. It has darkvision 60ft. and understands the languages its owner speaks.
STR 4 (−3) DEX 15 (+2) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 7 (−2)
- Jhoira’s Familiar is magically bound to its owner. As long as they are on the same plane of existence, they can communicate telepathically.
- A spellcaster can cause the Familiar to store one spell of 3rd level or lower. To do so, the owner must cast the spell on the Familiar. The spell has no effect but is stored within the guardian. When commanded to do so or when a situation arises that was predefined by the spellcaster, the Familiar casts the stored spell with any parameters set by the original caster, requiring no components.
- Force Strike. Ranged Weapon Attack: owner’s spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + spellcasting ability modifier force damage. If the owner is not a spellcaster, it uses the Charisma modifier.
- Channel Magic. The Familiar delivers a spell cast by the owner that has a range of touch. It must be within 120 feet of the owner.
- Defend. If the Familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
If we’re talking about artificer-made wonders, there is no doubt House Cannith is involved somehow, and this Familiar is no exception. House Cannith produce mundane fine wares that although were crafted using magic, are not magical items. Items that are created by House Cannith are marked with the House’s gorgon symbol, a symbol which is known to indicate quality and value. In this setting, Jhoira could be an accomplished artificer working for the Fabricators Guild, and that’s why the invention carries her name.
Special items such as Jhoira’s Familiar are customized for their owners, who are almost always members in high hierarchy inside the House, most likely dragonmarked members. In a few ocassions, a Familiar has been given as a diplomatic gift.
How are you planning to incorporate Jhoira’s Famiiar in your campaign? Does your adventuring party include other companions?