Ironhand Armory

Est. 2026 Dwarf Artificer

Ironhand Armory

Durik whistles old hammering rhythms while he works. He refuses to sell a weapon to anyone who won't let him inspect their handgrip and strike a test blow. He k...

DU

Shopkeeper

Durik Ironhand, a Dwarf Artificer (Lvl 9)

Keeper's Species

Dwarf

14 Weapons3 Armor2 Potions4 MiscEst. 32.7k gp

Shop Inventory

(23)
Weapons14

A well-forged longsword of sturdy steel. Reliable and common among soldiers and adventurers.

None

A massive greatsword designed to cleave through armor and shields.

None

A slender, razor-edged rapier favored by duelists and swashbucklers.

None

A short, easily concealed blade for quick strikes and utility.

None

A simple dagger with a keen edge; the smith's everyday tool and a common backup weapon.

None

A longbow carved from yew and reinforced with rawhide and sinew. Good range and accuracy.

None

A heavy crossbow with a solid stock and hand-forged trigger mechanism.

None

A battleaxe with a well-tempered head and a leather-wrapped haft.

None

A warhammer forged to a soldier's specification. Balanced for hitting armored foes.

None

A finely balanced longsword with a faint runic sheen. A straightforward +1 weapon.

Atk Grants +1 to attack rolls and damage rolls

A heavy greatsword tempered with arcane ironwork; favored by champions who need reliable extra damage.

Atk Grants +2 to attack rolls and damage rolls

A sword whose edge bursts with supernatural flame when its command word is spoken.

Atk On command, the blade erupts in flames dealing + fire damage on hit while ignited

An enchanted blade that vibrates and whispers to its bearer when danger is near.

Atk Prevents ambush: when the wielder or allies within 30 feet are surprised, the weapon warns and negates surprise for those wielders

A custom spear with veins of hammered blue steel. The smith bound a small storm mote into the haft.

Once per short rest on hit: extra lightning damage (natural 20 still special)
Armor3

A chain shirt reinforced with adamantine filaments. Heavier than common chain but offers extra durability.

AC +13Armor is adamantine: critical hits against the wearer from nonmagical weapons that would be critical become normal hits

A round iron-bound shield. Useful for front-line fighters and guards.

AC +2Provides +2 to AC when equipped

Leather bracers inlaid with a single arrowhead motif, favored by seasoned archers.

Bracers of Archery effect: grants +2 damage with ranged attacks while worn
Potions2

A small glass vial filled with a sweet red liquid, the most common restorative found in adventurers' packs.

Heal 7 HPRestores hit points when drunk

A potent vial of healing; more expensive but lifesaving after a tough fight.

Heal 14 HPRestores hit points when drunk
Miscellaneous4

A craftsman's sharpening kit. Includes whetstones, fine oil, and balancing tools. Durik offers a done-in-shop sharpening that temporarily steadies a weapon.

Smith's edge maintenance restores a weapon's condition and grants advantage on next attack if done during a short rest (one-time until next long rest)

A quiver's worth of arrows, straight-shafted and fletched with goose feather.

Standard arrow; masterwork option available for additional cost

Small metal runes hammered on leather backing. Not a true enchantment but a limited magical insertion favored by hunters.

Edge Rune (minor): temporary +1 damage to a weapon for next 10 successful hits; single-use, rechargeable by the smith

A costly smithing ritual that temporarily threads minor enchantment into a weapon. Best for an upcoming boss fight.

Temporarily grants +1 to attack and damage for 24 hours; effect cannot stack with existing permanent magic
DU

Durik Ironhand

DwarfArtificerLvl 9

Shop Atmosphere

Durik whistles old hammering rhythms while he works. He refuses to sell a weapon to anyone who won't let him inspect their handgrip and strike a test blow. He keeps a sharp little carved iron mouse on the counter that he insists is lucky; customers who touch it tend to haggle for a discount.
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