Keld & Co. Arcane Foundry

Est. 2025 Mountain Dwarf Artificer (Battle Smith)

Keld & Co. Arcane Foundry

Hildek hums an old forge tune any time a weapon is struck; the shop smells of coal, oil, and ether. Keld & Co. will not sell +2 or higher enchantments to custom...

HI

Shopkeeper

Hildek Keld, a Mountain Dwarf Artificer (Battle Smith) (Lvl 7)

Keeper's Species

Mountain Dwarf

5 Weapons3 Armor6 Misc2 PotionsEst. 11.2k gp

Shop Inventory

(16)
Weapons5

A well-balanced military longsword tempered with runic heat; glows faintly along the fuller. Ideal for front-line soldiers and sells well to mercenaries guarding Sentinel's Perch.

Atk Counts as magical for overcoming resistances; temper runes reduce chance of breakage in prolonged combat.

A heavy polearm used by Keld's militia prototypes. Balanced for sweeping strikes; haft reinforced with arcsteel rods that hum under stress.

Atk Magical for purposes of overcoming resistance and dealing damage to constructs/elementals that require magic.

A dozen iron arrows with tiny runes baked into the shaft and head; favored by frontier rangers and garrison archers.

Atk Arrows count as magical for penetration; 12 arrows per bundle.

A heavy crossbow with tension dampeners and a quick-release bolt track. Faster reload and less kickback than common models.

Grants a bonus to attack rolls when firing from fortified positions (sandbags, battlements).

Simple practice blade, dulled and weighted to feel like a real sword. Favored by trainees and apprentices.

No magical properties. Good for practice; used in the shop's apprentice ring.
Armor3

A broad kite-shaped shield of reinforced ironwood plated with arcsteel. Etched runes along the rim absorb shock.

AC +1Grants +1 to AC while wielding; once per long rest can absorb the force of an incoming critical hit and reduce it to a normal hit (no save).

Half-plate hardened to military specifications. Slightly heavier than civilian variants but offers superior joint bracing and integration points for stabilizer runes.

AC +15Nonmagical but crafted as a 'masterwork' armor; grants advantage on saves vs. being knocked prone when worn with a shield.

Heavy gauntlets plated with thin channels for inserting stabilizer coils. Improve grip on heavy weapons and redirect shock.

AC +1Wearer gains advantage on Strength (Athletics) checks to maintain grip on a weapon or dragged object once per short rest.
Miscellaneous6

A palm-sized brass device with a glass vial of humming ether. Affixes to a weapon or shield and reduces the chance of enchantment backlash.

When attached to a magical item, grants advantage on one attunement check per day (when a check is called for by the DM) and reduces wild magic surge chance (if DM uses such tables).

A braided coil of copper and mithril threads that hums with a warding frequency. Often fitted around a breastplate or inside a shield boss.

Once per long rest, when the wearer would take damage from a single source that would deal more than half their max HP, the coil reduces that damage by + your proficiency bonus.

A transient rune etched into a thin copper plate. When applied to a weapon, the next successful hit deals an additional fire damage and ignites tinder-sized flammables.

Single-use: holds for 24 hours or until expended. Works on melee and ranged weapons.

A heavy leather roll containing hardened files, enchanted flux, spare pins and a faintly singing hammer. Useful for battlefield repairs.

Using this kit grants advantage on a single Smith's Tools check to repair armor or weapons; contains enough materials for 5 non-magical repairs.

Service to affix minor nonmagical runes or stabilizer devices to weapons/armor (not permanent enchantment).

Takes 1 hour per item; improves function (DM adjudicates mechanical benefits).

A simple blueprint for casting a soldier-grade shoulder plate with integrated rivets for stabilizers. Useful to craftsmen or forgeries.

A blueprint — no mechanical game benefit by itself, but grants a skilled crafter advantage on a single armor-crafting check when used.
Potions2

A small glass phial filled with a red, viscous liquid. Heals wounds when drunk.

Heal 2 HPHeals HP when consumed.

A crystalline flask of vivifying liquid that patches grievous wounds.

Heal 2 HPHeals HP when consumed.
HI

Hildek Keld

Mountain DwarfArtificer (Battle Smith)Lvl 7

Shop Atmosphere

Hildek hums an old forge tune any time a weapon is struck; the shop smells of coal, oil, and ether. Keld & Co. will not sell +2 or higher enchantments to customers they don't trust — he'll ask about recent deeds and request a written recommendation from local militia for pricier wares. Apprentices are encouraged to test new prototypes in the back yard at dawn; glass windows are often splattered with soot and test scorch marks. If a customer brings a battered family heirloom, Hildek offers a 'soul-cleanse' (small, free ritual) before any repairs.
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