Mira's Saltfire Forge

Est. 2025 Sea Elf Artificer (Battle Smith background)

Mira's Saltfire Forge

Mira keeps the forge under a translucent dome in a tidal grotto; she greets customers by dipping a finger into the molten saltfire and leaving a small spiral bu...

MI

Shopkeeper

Mira Kelem, a Sea Elf Artificer (Battle Smith background) (Lvl 6)

Keeper's Species

Sea Elf

3 Weapons6 Misc3 Armor1 PotionsEst. 9.4k gp

Shop Inventory

(13)
Weapons3

Heavy iron-tipped harpoon on a carved kelpwood shaft. Balanced for throwing and for use with line reels.

When used underwater, ranges are not penalized and the harpoon ignores light obstructions (kelp, driftwood) for line attachment.

A three-pronged trident tempered in Mira's saltfire. Standard seafolk weapon, sturdy enough to hook and hold larger prey.

Designed for underwater combat: no disadvantage for melee attacks underwater and can be thrown without the usual underwater thrown-weapon penalties.

A longspear whose blade was folded with tidal iron. Designed for both shipboard stances and open-water dueling.

Atk Magical +1 weapon. Once per short rest when you hit a creature while both you and the target are submerged, the target must succeed on a Strength save or be pushed 10 feet away (no movement opportunity).
Miscellaneous6

A knotted net of tarred hemp with leaded edges and quick-release clips for swift deployment and retrieval.

Functions as a normal net (see equipment), but resists water-rot and becomes buoyant when cut free, preventing sink-loss.

A mouthpiece of folded silver and whale-bone that helps conserve a breath. Non-magical but crafted precisely for seafolk physiology.

Grants a bonus to Constitution saving throws to avoid drowning (including effects that cause suffocation) and extends a character's hold breath time by 1 round per 2 levels of character (minimum +1 round).

A polished conch shell edged in silver. When pressed to the ear, it can be used to listen across short distances underwater.

Grants the user the effect of the Message cantrip underwater (send short whispers through water up to 500 ft) three times per day.

A viscous oil used to temper blades and protect gear from long exposure to brine and pressure.

When applied to a weapon or armor, grants +1 to attack rolls or +1 AC (respectively) for 8 hours against corrosion and acid-based effects (does not stack with magical bonuses).

A simple ring with a droplet of compressed seawater within. Functions like a waterbreathing ring but is an inferior artisan's make—reliable enough for single divers and patrols.

When worn, allows the wearer to breathe underwater as if under the effect of the Water Breathing spell for up to 8 hours per day (non-consecutive). Requires attunement.

A kit of woven kelp, soaked in sealant, and small metal clamps to staunch deep wounds and minor pressure-related injuries.

When used after taking falling or crushing harms from pressure (ex: sudden depth changes), grants advantage on the first Constitution save to avoid internal bleeding or shock.
Armor3

Studded leather whose studs are cast from a corrosion-resistant alloy made from saltsteel. Lightweight and favored by swimmers and scouts.

AC +12Wearer gains a +2 circumstance bonus to Swim checks and does not suffer half-speed while swimming.

Scale mail crafted from layered, treated scales of deepwater fish and rivets of tempered coral. The armor hums faintly with cold sea energy.

AC +14+1 to AC (magical). While submerged, wearer gains resistance to cold damage and advantage on checks to resist being grappled by tentacled creatures.

A round shield inlaid with living barnacle plates that harden when wet. Common among coastal marines.

AC +2When submerged, the shield grants an extra +1 AC (in addition to normal shield bonus) as barnacles lock in place. Once per short rest, can slam shield to force a target to make a Strength save or be knocked prone if they are in reach and not wearing fins.
Potions1

A jar of viscous salve made with powdered coral and kelpmaid fern. Applied to wounds for rapid surface healing.

Heal 1 HPEach use restores HP (5 uses per jar). If used underwater, each use restores an additional 1 HP as the salve catalyzes with saltwater.
MI

Mira Kelem

Sea ElfArtificer (Battle Smith background)Lvl 6

Shop Atmosphere

Mira keeps the forge under a translucent dome in a tidal grotto; she greets customers by dipping a finger into the molten saltfire and leaving a small spiral burn as a sign of craftsmanship. She hums old sea-shanties when tempering metal—customers say pieces sound 'tuned to the tide.' She dislikes surface-sparks and will not sell her best pieces to those who refuse to swim a short lap to test gear.
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