Ironhand Forge & Armory

Est. 2026 Dwarf Cleric (Forge Domain)

Ironhand Forge & Armory

The shop smells of coal smoke, hot iron, and oil. A soot-streaked mural of a hammer striking an anvil runs along one wall. A bell above the door rings in a shor...

TH

Shopkeeper

Thorek Ironhand, a Dwarf Cleric (Forge Domain) (Lvl 8)

Keeper's Species

Dwarf

4 Weapons6 Armor2 Potions6 MiscEst. 7.2k gp

Shop Inventory

(18)
Weapons4

A well-made longsword forged from tempered steel. Reliable, balanced, and favored by militia officers.

A sturdy battleaxe, balanced for a single-hander. Good for fighters and rangers alike.

A +1 longsword blessed and tempered for better strikes. A useful magical weapon for mid-level parties.

Atk Magic weapon: +1 to attack rolls and damage rolls with this weapon.

A throwing hammer forged for skirmishers and hunters of small beasts.

Light throwing weapon. Can be retrieved by a successful Athletics check or with minor fey-recall line sold separately.
Armor6

A standard heater shield. Provides the usual +2 to AC when wielded.

AC +2

Full chain mail made and riveted in-house. Good for front-line fighters.

AC +16

Studded leather armor. Lightweight and effective for those who value mobility.

AC +12

Half-plate armor. A good middle ground between mobility and protection.

AC +14

A suit of chain mail reinforced with adamantine. It does nothing to stop a hit, but makes criticals less deadly.

AC +16Adamantine Armor: any critical hit against the wearer becomes a normal hit.

A rare enchanted scale mail that improves the wearer's toughness. A significant purchase for a frontline warrior.

AC +15Armor +1: wearer gains +1 to their armor class while wearing this armor.
Potions2

A vial of red liquid that glimmers when agitated. The staple first-aid item for adventuring parties.

Heal 7 HPWhen you drink this potion, you regain hit points.

A stronger healing potion for when the small ones are not enough.

Heal 14 HPWhen you drink this potion, you regain hit points.
Miscellaneous6

A simple dark-green cloak with faint runic stitching at the hem. Grounded enchantment for steady defense.

AC +1While worn, grants bonus to AC and +1 to all saving throws.

A smith's toolset, well cared for, suitable for any journeyman or beginning armorer.

Tool set used for crafting and repairing armor and weapons. Grants proficiency checks for smithing tasks.

Armor repair and reconditioning service performed by the shop's journeymen.

Time: 1 day per suit for full service. Emergency patchwork available for half price with reduced durability.

A Forgewright's consumable brand that ignites a single attack. Made for sieges and monster-hunting.

Consumable: when applied to a weapon and struck against an anvil, the next hit made with that weapon deals an extra fire damage. Lasts until used or at sundown.

A little talisman popular with apprentices. It channels the founder's patience into a single, lucky strike of skill.

Once per day, grants advantage on one Smith's Tools check or one check to appraise metalwork.

A pot of quenching wax for adventurers who travel through volcanic or furnace-filled environments.

When applied to armor and allowed to cure for an hour, grants advantage on saving throws and checks against environmental heat and reduces chance of grip or finish damage from intense heat for 8 hours.
TH

Thorek Ironhand

DwarfCleric (Forge Domain)Lvl 8

Shop Atmosphere

The shop smells of coal smoke, hot iron, and oil. A soot-streaked mural of a hammer striking an anvil runs along one wall. A bell above the door rings in a short, three-note sequence every time a properly forged blade leaves the premises. Thorek keeps a battered war horn behind the counter that he will blow once when a customer purchases a true heirloom weapon. He prefers transactions in hammered coin and will offer a modest discount for trade-ins of serviceable metalwork.
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