Ythra's Ember & Arcane Forge

Est. 2025 Human (Red Wizard of Thay) Eldritch Smith (Wizard/Artificer-flavored)

Ythra's Ember & Arcane Forge

Master Kallaxir speaks in clipped, scholarly tones and pauses to examine customers' hands for signs of arcane use. The forge constantly smells of ozone and embe...

MA

Shopkeeper

Master Kallaxir Ythra, a Human (Red Wizard of Thay) Eldritch Smith (Wizard/Artificer-flavored) (Lvl 12)

Keeper's Species

Human (Red Wizard of Thay)

5 Weapons5 Armor7 Misc1 PotionsEst. 28.4k gp

Shop Inventory

(18)
Weapons5

A well-balanced longsword whose blade is pattern-welded with a faint, ever-shifting seam of emberlight. Warm to the touch but not burning.

Atk On command (bonus action), the blade sheds bright light in a 10 ft radius and dim light for another 10 ft for 1 hour. Once per long rest, you can ignite the blade: it deals an extra fire damage on hit for 1 minute.

A slender dagger with runes along the fuller. It is balanced for throwing and retains a faint trace of arcane resonance.

When used as a spellcasting focus while attuned, it grants +1 to spell attack rolls (attunement required).

A massive warhammer whose head contains veins of smoldering metal. It hums with stored magical heat.

Atk On a critical hit, target takes an extra fire damage. While attuned, you can expend a charge (3 charges per dawn) to cast heat metal as a 3rd-level spell (no material components).

A heavy crossbow with silvered runes along the stock. It is comfortable to cock despite its size.

Atk Once per short rest, the wielder may use a bonus action to imbue a bolt with a static rune, adding +2 to damage and forcing a Strength save or be knocked prone.

A ceremonial blade in the display case, its edge engraved with the Red Wizards' mark. Rumored to house a fragment of binding magic.

Atk Legend: once attuned to a member of the Red Wizards, it grants the ability to cast counterspell at 3rd level once per long rest and deals + radiant or necrotic (DM's choice) on first strike in a combat once per day.
Armor5

A gleaming breastplate hammered from a coppery-red alloy. It is lighter than it looks and etched with sigils that faintly glow when arcane energy passes through.

AC +14While attuned, once per short rest the wearer can add +2 to a single saving throw against a spell or spell-like effect.

A lightweight chain shirt with small gilded plates woven through. It affords reasonable protection with an elegant look.

AC +13The gilding slightly resists tarnish and minor curses: advantage on saves vs. being poisoned once per long rest.

A small round shield with an inlaid sigil that shimmers with protective runes when a spell is cast nearby.

AC +2Grants +1 to AC when attuned. If a creature within 5 feet is hit by a spell that deals damage, the bearer can use a reaction to halve the damage (1/long rest).

Sturdy leg armor blackened with soot and sealed with runes to prevent rust.

AC +1Negligible: grants +1 to Acrobatics checks when moving over smoldering or rough terrain.

A pair of leather bracers reinforced with ember-iron plates. They hum faintly when spells are cast nearby.

AC +1Once per long rest, as a reaction when struck by a melee attack, the wearer can cause the attacker to take fire damage.
Miscellaneous7

A set of finely balanced hammers, tongs, molds and tiny foci — tools for forging magical weapons and armor.

Provides advantage on Intelligence (Arcana) checks and tool checks related to crafting magic items if the user has proficiency; once per day, can stabilize a failed enchantment attempt (DM discretion).

A small woven strip of cloth that dampens minor magical surges when worn under clothing.

Provides a bonus to saving throws against cantrips or 1st-level spells once per short rest.

A viscous, shimmering oil that makes gear or surfaces slick and difficult to hold.

When applied to a surface or item, grants advantage on checks to evade grapples and causes disadvantage on attempts to grab it for 1 minute.

A small, dark pebble warmed from the forge that, when tossed into oil or open flame, cools and smothers it.

Extinguishes non-magical fires of size small or less automatically; larger fires get a -2 to survival checks to maintain. Single use.

A pair of tongs etched with minor protective sigils; used to handle enchanted metals and hot components.

Grants advantage on checks to handle heated or magical materials and prevents 1 failed save from overheating per day.

A greasy, fragrant salve that delays corrosion and makes cleaning armor easier.

Apply to a single piece of metal armor or weapon: grants advantage on saving throws to avoid rust/corrosion effects and reduces repair cost/time by half for 7 days.

Everyday items: nails, horseshoes, basic tools, replacement hinges, metal trims. Sold per piece or small lot.

None.
Potions1

A ruby-red potion swirling with tiny motes; restores a significant amount of vitality.

Heal 4 HPHeals hit points when consumed (D&D 5e standard Greater Healing).
MA

Master Kallaxir Ythra

Human (Red Wizard of Thay)Eldritch Smith (Wizard/Artificer-flavored)Lvl 12

Shop Atmosphere

Master Kallaxir speaks in clipped, scholarly tones and pauses to examine customers' hands for signs of arcane use. The forge constantly smells of ozone and embers; little motes of ash spiral around the counter but never settle on Red Wizard insignia. He offers favorable terms to those who can present a letter from Thay or demonstrate knowledge of transmutation rites; he'll haggle with a cold smile but keeps a ledger of debts written in blood-red ink. Occasionally, a small clockwork ash-bat flits about the rafters, delivering messages.
Visual sheet

Turn Ythra's Ember & Arcane Forge into a sheet

A high-res, share-ready sheet you can post or print.