Ironvein's Edge & Forge

Est. 2025 Mountain Dwarf Artificer (Battle Smith)

Ironvein's Edge & Forge

Kelda hums an old dwarven hammer-song while she works; she insists on fitting a weapon to the wielder's grip personally and will refuse to forge weapons for tho...

KE

Shopkeeper

Kelda Ironvein, a Mountain Dwarf Artificer (Battle Smith) (Lvl 12)

Keeper's Species

Mountain Dwarf

3 Misc8 Weapons1 Armor1 PotionsEst. 1526.5k gp

Shop Inventory

(13)
Miscellaneous3

Hand-forged weapon of mastercraft quality. Balanced, filed to a razor edge, and fitted to the wielder's grip. Nonmagical but superior finish reduces chance of breakage.

Masterwork quality: no mechanical bonus in 5e, but grants advantage on Sleight of Hand checks to conceal a light weapon and -1 to breaking checks (DM adjudication).

A leather quiver embossed with iron runes. Arrows return to full condition overnight and are magically reinforced.

Atk Arrows count as +1 for attack and damage. Damaged or broken arrows mend overnight when placed back into the quiver. (Uncommon/Rare boundary.)

Maintenance, runic etching, minor temporary enchantments (house-ruled), and advice on weapon synergy and upkeep.

Temporary minor effects (e.g., +1 to damage rolls for 8 hours) are possible via rune striking at cost and time — these are house-ruled, nonmagical or short-duration magical effects.
Weapons8

Well-balanced steel blade, faintly warm to the touch. Grants a modest magical edge.

Atk Magical weapon: bypasses resistances to nonmagical attacks.

A heavier, perfectly balanced longsword created with runed heat-treating. Feels 'right' in the hand of a seasoned warrior.

Atk Magical weapon: bypasses resistances; once per short rest the wielder may gain advantage on one Strength (Athletics) or Dexterity (Acrobatics) check involving the sword for 1 minute.

A massive, rune-etched blade forged in mountain flame. When swung it sings with a low, resonant tone.

Atk Magical weapon: on a critical hit the target must succeed on a Constitution saving throw or be stunned until the end of its next turn (once per long rest).

A curved blade with a pommel shaped like a tongue of flame. When commanded, the blade bursts into magical fire.

Atk When activated, the blade sheds bright light (20 ft) and dim light (20 ft). Fire damage is magical. Lasts until deactivated. (Uncommon/Rare-ish specialty.)

A wickedly sharp dagger with an edge meant to mimic the notorious vorpal blades. The replica attempts to emulate the cleaving capability without full legendary potency.

Atk On a critical hit to a creature that has a head, roll a d20: on a 20 the target takes an extra slashing damage and must make a Constitution save or be stunned 1 round. (Replica lacks instant-decapitation of true Vorpal.)

A heavy crossbow retrofitted with a repeating magazine and a finely balanced draw. Faster reload and more reliable in sustained fire.

Functions as a heavy crossbow; has a small magazine that holds 6 bolts, reloads as an action to swap magazines. Nonmagical.

A stout hammer inlaid with copper and etched runes that vibrate when heated. On impact it releases a concussive pulse.

Atk On a hit once per short rest, the wielder can deal an extra thunder damage and push the target 10 feet away (Strength save negates push but still takes extra damage).

A greatsword forged of adamantine. Exceptionally resilient and keenly sharpened; it cleaves through armor and bone alike.

When you score a critical hit with this weapon, create a shower of sparks and ignore vulnerabilities to nonmagical attacks for damage calculation (adamantine prevents breakage and overcomes some resistances at DM discretion).
Armor1

A heavy steel shield with a riveted iron boss and a faintly glowing rune along its rim.

AC +2Grants +2 to AC (counts as a +2 shield). Once per long rest the bearer can cast Shield (as the spell) reaction, without expending a spell slot.
Potions1

A thick, iron-tasting potion. Grants the effect of the Enhance Ability (Bear's Endurance) or a temporary Strength boost (house adaptation: +2 Strength for 1 hour).

+2 Strength (house-ruled equivalent to a stronger potion) for 1 hour; DM discretion.
KE

Kelda Ironvein

Mountain DwarfArtificer (Battle Smith)Lvl 12

Shop Atmosphere

Kelda hums an old dwarven hammer-song while she works; she insists on fitting a weapon to the wielder's grip personally and will refuse to forge weapons for those who treat arms as mere tools for slaughter (roleplaying/social checks may be required). She never accepts trade in coin-only—preferred payment includes a good story, a useful component, or a ring-sized trinket for her apprentice's collection.
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