Ironward Forge & Armory

Est. 2025 Dwarf Fighter

Ironward Forge & Armory

Harrin whistles an odd hammer-tempo when thinking; he refuses to sell magical weapons to known slavers or to those who blaspheme the Forge-Father. He offers a f...

HA

Shopkeeper

Harrin Ironward, a Dwarf Fighter (Lvl 10)

Keeper's Species

Dwarf

5 Weapons4 Armor6 Misc1 Misc1 PotionsEst. 138.7k gp

Shop Inventory

(17)
Weapons5

A finely balanced steel longsword, perfectly sharpened and weighted for parade and battle alike.

Superior craftsmanship grants +1 to Sleight of Hand checks made to conceal or draw it quickly (flavor).

A stout warhammer engraved with clan runes. This counts as a +1 magic weapon.

Atk When striking stone or metal objects, roll with advantage to break or damage them (DM adjudication).

A +1 longsword whose blade can ignite on command, dealing extra fire damage.

Atk As an action, wielder can cause blade to shed bright light in a 20-foot radius and deal + fire damage on a hit. Usable indefinitely but controlled by the wielder.

Two handaxes balanced for throwing; commonly used by soldiers and hunters.

One of the pair has a ribbon tied to its haft for quick recovery (flavor).

A finely tempered blade that hums with cold. Especially effective against creatures of cold or water origin.

Atk Counts as a +2 weapon. On hit, deals an extra cold damage. Against creatures vulnerable to cold, deals an additional + and can reduce movement speed by 10 ft for 1 round. Usable requires attunement.
Armor4

Full plate forged from high-quality steel; heavy and reliable.

AC +18

Hefty roundshield with iron rim and boss; common in military use.

AC +2

A breastplate forged with adamantine plating; dramatically increases durability.

AC +14Critical hits against the wearer become normal hits (adamantine resilience).

A chain shirt ritually treated and reinforced with faint runes; functions as a +1 magic armor.

AC +13Wearer gains +1 to AC (counts as a +1 armor).
Miscellaneous6

Light leather boots with spring-steel shanks added by Harrin; improves stamina and footing.

Wearer gains +5 ft. movement speed and advantage on Strength (Athletics) checks to avoid slipping on forged metal or stone surfaces.

Oily compound used to quench or cool heated metal and to calm small fires on equipment.

When applied to a weapon, reduces the chance of overheating or catching fire; can be used to douse small gear-fires.

A set of hammers, files, rivets and clamps for repairing armor and weapons on the road.

Grants advantage on checks to repair or jury-rig metal equipment; can restore a single damaged weapon/armor to half HP during a short rest (DM call).

A small chest with reinforced hinges, a tumbler lock, and wards to prevent simple picking.

DC to pick the lock +5 over a normal small chest (DM adjudicates).

Harrin will engrave runes, inlay a crest, or perform minor enchantment prep to make an item easier to attune to magic.

This is a service, not a full enchantment. Saves a future enchanter/ritual DC -1 to attunement checks (flavor), and improves resale.

A bundle of small but useful items any traveling party might need to keep armor and weapons functioning.

Miscellaneous1

A detachable spike that screws onto a shield's boss allowing it to be used as an improvised spear.

When mounted, the shield can make a melee attack using the wielder's Strength modifier once per turn.
Potions1

Suspiciously warm vial of red liquid; restores health when consumed.

Heal 4 HPHeals hit points upon drinking (standard Greater Healing effect).
HA

Harrin Ironward

DwarfFighterLvl 10

Shop Atmosphere

Harrin whistles an odd hammer-tempo when thinking; he refuses to sell magical weapons to known slavers or to those who blaspheme the Forge-Father. He offers a free polishing and minor alignment retouch if you bring him a tankard of strong ale and a proper tale of battle.
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