Ironfall Armaments & Atelier

Est. 2025 Dwarf Fighter

Ironfall Armaments & Atelier

Hedra is proud and blunt — she offers discounts for any armor traded in for parts and will only deal in magic armors to those she judges capable. She occasional...

HE

Shopkeeper

Hedra Ironfall, a Dwarf Fighter (Lvl 7)

Keeper's Species

Dwarf

22 Armor5 MiscEst. 153.4k gp

Shop Inventory

(27)
Armor22

Quilted cloth armor; light, very noisy but cheap padding for recruits and messengers.

AC +11None; disadvantage on Stealth due to bulk and rustle.

Treated leather cuirass — flexible and light, favored by scouts.

AC +11None.

Leather armor with riveted studs; better protection for rogues and rangers.

AC +12None.

Interlocked metal rings beneath a fabric covering — flexible medium armor.

AC +13Stealth: may impose disadvantage depending on fit.

Overlapping metal plates riveted to leather backing; heavier than chain shirt.

AC +14Stealth: disadvantage.

Balanced plate covering the torso; grants solid protection with minimal encumbrance.

AC +14No disadvantage on Stealth.

Layered metal plates protecting torso and limbs; good balance of defense and mobility.

AC +15Stealth: disadvantage.

Hidden rings sewn into a leather backing. Heavy but flexible in places.

AC +14Stealth: disadvantage.

Standard interlocking rings covering most of the body; reliable and widely used.

AC +16Stealth: disadvantage. Strength requirement: 13.

Vertical strips of metal riveted to a backing; very protective but stiff.

AC +17Stealth: disadvantage. Strength requirement: 15.

Full-body metal plate; the pinnacle of mundane armor craftsmanship.

AC +18Stealth: disadvantage. Strength requirement: 15.

Wooden shield reinforced with iron; +2 to AC when wielded.

AC +2Grants +2 to AC while equipped.

A well-crafted chain shirt inscribed with faint runes; grants a bonus to AC.

AC +14Magical +1 to AC (counts as chain shirt for proficiency/requirements).

A breastplate with subtle mithral inlay; grants +1 to AC and resists tarnish.

AC +15Magical +1 to AC; treated as masterwork — no disadvantage on Stealth if fitted perfectly.

Half-plate woven with ghost-iron filigree; grants +2 to AC and hums softly when danger is near.

AC +17Magical +2 to AC. Once per long rest, wearer gains advantage on one Dexterity saving throw as a reflexive ward.

Full plate with runic veins; grants +1 to AC and slightly eases the burden for the wearer.

AC +19Magical +1 to AC. Reduces effective Strength requirement by 2 while worn (minimum 13 still recommended).

A masterpiece of dwarven smithing; a heavy armor that feels almost like a second skin and shines with inner light.

AC +20Magical +2 to AC. Once per long rest, the wearer can activate 'Bulwark'—gain resistance to bludgeoning, piercing, and slashing for 1 minute.

Leather bracers set with a single polished stone; grants +2 to AC when no armor is worn.

AC +2While wearing these and not wearing armor or using a shield, gain bonus to AC.

Heavy gauntlets that grant a set Strength score of 19 while worn.

Sets the wearer's Strength to 19 while worn (does not stack with higher innate Strength).

Sturdy boots that increase stride and jumping ability without affecting armor bulk.

Wearer's walking speed is not reduced by armor, and Jump distance is tripled (no check).

A lined helm with silver filigree. While worn, allows comprehension of spoken and written languages for 1 hour/day.

Can cast Comprehend Languages once per day; additional uses require attunement or arcane fuel.

A small, round shield of reinforced oak and iron; light and versatile (+1 AC while held).

AC +1Grants +1 to AC when wielded; can be used with a free hand for object interaction.
Miscellaneous5

A small iron spike that can be affixed to a shield to make shield-bashes deal piercing damage.

When using the Attack action to make a shield bash, the spike adds piercing damage.

Tools for maintaining and repairing armor: tongs, riveting hammer, oils and cloths.

Allows Repair checks (Smith's tools proficiency needed) and grants advantage on minor armor repairs between rests.

A vial of slick oil that can be applied to armor to grant advantage on escaping grapple once when activated.

Can be used to give advantage on one Strength (Athletics) or Dexterity (Acrobatics) check to escape or to avoid grapple; single use.

Custom fitting session: adjust armor for optimum comfort, remove Stealth penalties where applicable or add basic heraldry.

A proper fit can remove practical Stealth disadvantages (DM adjudication). Engraving options cost extra.

A small, sticky patch and resin that can temporarily mend a broken strap or tear on armor.

Restores functionality for 24 hours; provides advantage on one Dexterity check to avoid armor failure for the duration.
HE

Hedra Ironfall

DwarfFighterLvl 7

Shop Atmosphere

Hedra is proud and blunt — she offers discounts for any armor traded in for parts and will only deal in magic armors to those she judges capable. She occasionally tags 'battle-scarred' stock with historical notes (who owned it, notable scars), and hums old dwarven smithing tunes while working. She won't sell very rare items without a demonstration of use or a letter of recommendation from a reputable patron.
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