The Brass Spur Armory

Est. 2025 Human Artificer (Smith Savant)

The Brass Spur Armory

The shop smells of hot metal, gun oil and coffee. A battered phonograph in the corner plays slow frontier ballads; Silas polishes brass between customers and al...

SI

Shopkeeper

Silas "Ironhand" McCrae, a Human Artificer (Smith Savant) (Lvl 5)

Keeper's Species

Human

7 Weapons7 Misc1 ArmorEst. 5.6k gp

Shop Inventory

(15)
Weapons7

A single-shot, hand-held flintlock pistol with a brass cylinder, balanced for quick draws. Sights crudely filed. Uses a single lead ball and black powder.

Reload: 1 (single shot). Ignoring cover granted by thick hides (flavorable vs. unarmored targets). Considered an exotic weapon if DM forbids firearms.

A small, two-shot pistol meant for concealment and desperate close shots — ugly, reliable, and deadly at close range.

Two shots before reload (Reload: 2). Concealable: grants advantage on sleight-of-hand to hide but imposes disadvantage on ranged attacks beyond 60 ft.

A sturdy, single-edged knife with an iron guard — a true everyman's blade for skinning, chopping, and fighting.

Short, funnel-mouthed scattergun used defensively at point-blank ranges. Spreads shot for terrifying close-up effect.

Cone effect at 10 ft: attack affects all creatures in 10-ft cone (roll separate attacks vs. each), dangerous at very close range. Recoil: disadvantage on next attack if fired without bracing.

A long-barreled black-powder rifle with crude rifling and a heavy stock. Accurate at distance but slow to reload.

Long range: 150/600 ft. Reload: 2. Misfire on a natural 1 unless cleaned regularly.

A heavy, well-balanced pistol with a band of etched brass around the barrel. Feels warm in the hand and always draws true.

Atk +1 to attack and damage rolls. Once per dawn, the wielder may call the 'True Pull' to ignore half cover on a single shot.

A curiosity between a short sword and a heavy knife favored by ranch hands for cutting rope and dealing with livestock — also useful in a tight fight.

When used in improvised parry (DM allows), grants +1 to AC for one reaction.
Miscellaneous7

Hand-tooled leather holster molded to a revolver with a snap strap and belt loops. Keeps a pistol secure for quick draw.

A simple bandolier with seven small pouches for powder flasks or bullets; straps across the chest for quick reloading.

Grants +1 to reload/check to retrieve ammo under stress (DM fiat).

A small leather flask of finely ground black powder. Enough for a few shots depending on charge size.

Carefully cast lead shot for flintlock pistols. Sized to standard Peacemaker bore.

Silas will sharpen a blade and oil a mechanism, removing minor rust and improving reliability.

A mundane weapon serviced here gains a +1 to attack rolls for 24 hours if it was in poor repair (DM adjudicates).

A tough, iron horseshoe with a sharpened optional spike. Fits a horse or can be fitted as an improvised melee spike for a desperate shot.

When affixed to a steed's shoe, grants +1 to saving throws against being knocked prone (horse).

A small kit of replacement lock parts, springs, pins, and fittings for quick field repairs.

Using this kit with tinkering proficiency allows a quick fix to a misfiring gun in 10 minutes (50% success without proper tools).
Armor1

A reinforced leather cuff that helps steady aim and protects the forearm from recoil and striking.

AC +1When worn by someone using a pistol, grants +1 to ranged attack rolls with that pistol once per short rest (represents steadied aim).
SI

Silas "Ironhand" McCrae

HumanArtificer (Smith Savant)Lvl 5

Shop Atmosphere

The shop smells of hot metal, gun oil and coffee. A battered phonograph in the corner plays slow frontier ballads; Silas polishes brass between customers and always offers a free shot of coffee and a story about 'the one that got away.' He whistles dueling songs when bored and keeps a small board of 'Wanted: Broken Guns & Good Stories' above the anvil.
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