Tideforge Armaments & Marine Blades

Est. 2025 half-elf Fighter (Artificer-flavored smith)

Tideforge Armaments & Marine Blades

The shop smells faintly of hot metal and brine. Mara Tideforge is always polishing an odd blade behind the counter and has a parrot that barks orders in Common ...

MA

Shopkeeper

Mara Tideforge, a half-elf Fighter (Artificer-flavored smith) (Lvl 6)

Keeper's Species

half-elf

11 Weapons2 Armor5 MiscEst. 3.8k gp

Shop Inventory

(18)
Weapons11

Balanced military-style longsword, well-tempered coastal steel with a sea-grit finish appropriate for sailors and city watch.

Shortsword with a slightly hooked pommel to aid in grappling lines aboard ship.

Pommel hook grants advantage on checks to retain grip on a rope or dagger in rough seas (DM adjudicates).

A three-pronged harpoon on a shaft, weighted for throwing or use on deck. Often used for fighting sea creatures or hauling lines.

When used to grapple a Large or smaller creature, treat as improvised net for movement-restriction attempts (requires a successful grapple check).

A trident with cobalt inlays and a faint salt smell. Favored by harbor guards; it hums with a faint aquatic magic.

Atk When you hit a creature in water or a creature that is aquatic, deals extra cold damage once per turn. Once per long rest, cast the spell 'Water Breathing' on self (up to 1 hour).

A curved blade hammered thin and etched with wave-and-flame motifs. Warm to the touch.

Atk On a hit, once per turn you can deal an extra fire damage. Once per day you may cast 'Create or Destroy Water' to boil or freeze a small cup of water (Mara's custom enchantment).

Compact recurve bow built for deck use with treated string that resists salt air.

String resists fraying from salt; disadvantage on Stealth checks in storm conditions reduced to normal.

A heavy net with leaded ropes, meant to trap people or sea creatures.

Functions as a net (PHB rules). Reinforced strands make it harder to cut — a slasher must deal an extra 5 damage to sever it.

Simple dagger with grooved grip for wet hands. Often used for cutting lines and as a last-resort weapon.

Grooved grip: benefit on Sleight of Hand checks involving small ropework.

A blunted metal spike inscribed with runes; used as a climbing pick, improvised weapon, or to score ship hulls.

Atk Once per short rest you can strike timber or hull to quiet nearby creaks and grant advantage on Stealth checks to move silently on a wooden structure for 10 minutes. Against creatures with vulnerability to force/impact, deals an extra force once per turn.

A heavy one-handed crossbow with a short barrel, capable of delivering a powerful blast in short range — typically used on cramped decks.

Reload requires standard crossbow rules; at point-blank range (within 10 ft) deals +1 damage due to concentrated shot.

A leather lanyard holding ten light throwing knives. Each knife balanced for accuracy.

Knives are treated to resist rust; sold in a tidy roll.
Armor2

Round shield with iron rim to catch blades and ship debris. Slightly heavier than a standard shield but durable against thrown lines and splinters.

AC +2Rim reduces chance of edge-damage from shrapnel during explosions; the DM may rule minor resistances.

Medium armor whose metal has been specially treated to resist salt and rust. Ideal for naval officers.

AC +14Provides resistance to corrosive effects that are non-magical (DM discretion).
Miscellaneous5

Fine-grain whetstone soaked in oil; restores a blade to peak sharpness.

A weapon sharpened with this gains a +1 temporary to attack rolls for one combat (consumable per use) — DM optional.

A small phial of treated oil used to make metal surfaces slick and resist barnacles or muck.

Apply to a weapon or tool — grants advantage on attempts to pull or slide objects for up to 1 hour; also gives disadvantage to attempts to grapple the coated item for 10 minutes.

Mara will re-hilt, re-balance, or engrave any blade. Price varies with complexity.

Minor cosmetic enchantments (gloss, saltproofing) included in price; magical engraving requires additional fees and time.

A small placed rune that grants a weapon minor enchantment — typically +1 to damage against a single creature type (e.g., aquatic or undead) or a once-per-day utility effect.

Effect depends on rune purchased and requires attunement if its power is active; examples include +1 vs. aquatic creatures or a single-use 'light' at will for 1 hour.

A small waterproof wrap to protect a blade from salt and spray when not in use.

Prevents rust for up to 1 month if used properly.
MA

Mara Tideforge

half-elfFighter (Artificer-flavored smith)Lvl 6

Shop Atmosphere

The shop smells faintly of hot metal and brine. Mara Tideforge is always polishing an odd blade behind the counter and has a parrot that barks orders in Common and broken Elvish. She haggles in sea-terms ("We'll trade for a favor and two ales before coin"), offers free sharpening for new customers, and keeps a ledger of local captains who owe her a future 'favor' in a locked chest. She closes the shop briefly whenever a foghorn sounds three times — she claims it's bad luck to hammer during an incoming fog.
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