Flintarm Forge & Whetstone

Est. 2025 Dwarf Artificer (smith specialization)

Flintarm Forge & Whetstone

Borin hums a low stone-carving tune as he works, taps each incoming coin three times on the anvil before pocketing it, and always keeps a small stone rabbit car...

BO

Shopkeeper

Borin Flintarm, a Dwarf Artificer (smith specialization) (Lvl 2)

Keeper's Species

Dwarf

6 Weapons4 Armor7 Misc1 PotionsEst. 244 gp

Shop Inventory

(18)
Weapons6

A well-made shortsword balanced for novices and travelers. Blade forged from local gray-iron with a leather-wrapped hilt.

None. Reliable basic weapon for level 1 adventurers.

A stout one-handed axe common in stone towns — used equally for woodcutting and defense.

Can be thrown (range 20/60 ft).

Short blade with a thick spine. Good for utility work as well as combat.

Finesse, light.

Large-headed hammer used for forging. Also functions as a warhammer in a pinch.

Versatile ( when used two-handed).

A long spear with a patched splintered shaft and a sharpened iron head. Favored by quarry guards for reach.

Reach 5 ft when used with two hands; thrown 20/60 ft (DM ruling).

A custom-made sickle with a reinforced spine and a curled pommel for better grip — popular with gardeners and as a light weapon.

Curved blade grants advantage on checks to harvest or prune; DM might allow bonuses to improvised uses.
Armor4

Leather armor with metal studs hammered flat to resist scrapes from stonework. Popular among quarry workers who double as militia.

AC +12Stealth disadvantage: none (carefully made to keep quiet).

A shirt of interlocking rings partially hidden under a padded layer. Lighter than full chain but sturdier than leather.

AC +13Comfort tailored to fit dwarves/humanoids; noisy on stairs.

A round wooden shield rimmed and faced with iron plates — cheap but effective against blasts and shrapnel common in quarry work.

AC +2Standard +2 to AC when equipped as a shield.

Thick leather gloves with iron plates over the knuckles. Protect hands during smithing and brawls alike.

Grants +1 to checks made to avoid hand injuries when handling hot or sharp objects.
Miscellaneous7

Small kit with a coarse whetstone, leather strop, and a vial of mineral oil. Essential for maintaining blades.

Used to restore a weapon's edge; DM may allow minor restoration or bonus to attack after use.

A riveted iron bucket with a thick handle. Useful for carrying coal, water, or tools.

Can be used as improvised weapon ( bludgeoning).

A simple tin lantern with a glass pane and a reservoir for lamp oil. Bright enough to light a small workshop.

Provides bright light in a 20-foot radius, dim light for an additional 20 feet. Burns for 6 hours on a flask of oil.

A modest set of files and picks kept in an oil-stained leather roll. Borin insists they're for coopers and chestmakers — but some customers come for other reasons.

Grants proficiency advantage in minor lockpicking when used by someone with Sleight of Hand or Thieves' Tools proficiency (DM ruling).

A wooden crate of mixed iron bolts and nails. Useful for repairs, traps, and fletching improvisation.

Can be used to craft or repair equipment; DM may allow improvised traps.

A small iron spike that can be riveted to the boss of a round shield, turning it into a crude stabbing weapon.

When attached, allows shield bash attacks (DM may grant bonus).

A small bottle of oil treated with powdered lime to slow rusting — a must in the damp stone alleys.

Applying to a weapon or armor grants advantage on saving throws vs. effects that cause rust/corrosion for 24 hours (DM discretion).
Potions1

A small tin of salve mixed from beeswax, crushed herbs, and a drop of enchanted spring water. Useful for bandaging minor wounds.

Heal 1 HPHeals HP when applied (DM adjudicates); best used for scrapes, not major wounds.
BO

Borin Flintarm

DwarfArtificer (smith specialization)Lvl 2

Shop Atmosphere

Borin hums a low stone-carving tune as he works, taps each incoming coin three times on the anvil before pocketing it, and always keeps a small stone rabbit carved from quarry waste on the counter as a 'good luck' charm. He refuses to sell full plate or enchanted items (claims the town's dungeon damp ruins their tempering) and will offer to repair/modify weapons for a modest fee if the customer brings food or favors to trade.
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