Emberhand Forge & Armory

Est. 2025 Human Fighter (Eldritch Knight 3)

Emberhand Forge & Armory

The forge is perpetually warm; Hroth hums an old dwarven hammer-song as he works and keeps a pet iron-gray raven named 'Smelt' that steals small shiny component...

HR

Shopkeeper

Hroth Emberhand, a Human Fighter (Eldritch Knight 3) (Lvl 13)

Keeper's Species

Human

6 Misc5 Weapons3 ArmorEst. 70.6k gp

Shop Inventory

(14)
Miscellaneous6

A heavy iron whetstone and a small lead vial of lubricating oil. Keeps blades sharp and moving parts from binding.

A small iron amulet etched with a rune. Provides resistance against nonmagical bludgeoning, piercing, and slashing damage once per long rest for 1 minute.

Activates as a bonus action; lasts 1 minute; 1 use per long rest.

Crossbow bolts with heads made of cindersteel — hold heat and keep a keen edge. Nonmagical but deal +1 piercing on first strike against constructs and cold-iron creatures.

First hit on constructs/cold-iron creatures deals +1 piercing. Otherwise mundane.

Hroth offers on-site repairs, reforging, and tempering. Complex enchantments or full restorations require longer and additional rare materials.

For magic items, requires a successful Arcana () check to assess before repair; some repairs may be impossible without original runes.

Hroth accepts commissions to craft unique weapons (e.g., +1 weapons, special effects). Price and time scale with rarity/effect.

Hroth can replicate many effects up to rare with appropriate materials and time; very rare or artifact-level work he will decline or require a powerful patron.

A pair of iron tongs engraved with small glyphs. Can securely hold a heated weapon or small metal item; once per short rest it can hold a weapon and negate 1 level of fire damage to that item for 1 hour.

Protects objects; useful for smithing magical items or handling cursed hot metals.
Weapons5

A finely balanced steel longsword, perfectly heat-treated and finished. Not magical, but far better than common blades.

Superior balance grants advantage on one Athletics check per day when used to pry or push (DM discretion).

A true magic blade subtly trailing sparks when swung. +1 to attack and damage rolls.

Atk

Forged in Emberhand's hottest chamber and quenched in cold iron water, this axe hums with a cold edge. +2 to attack and damage.

Atk When you score a critical hit with this axe, the target takes an extra cold damage (once per turn).

A longsteel blade whose edge flickers with inner flame when unsheathed. Functions similarly to a Flame Tongue sword.

On command, the blade ignites, adding fire damage to attacks. Emits light like a torch while lit. Attunement required.

A warhammer with reinforced head and a haft wrapped in cured hide. More durable and slightly better balanced than common weapons.

On a hit, grants a bonus to checks to break objects or batter doors when used for that purpose.
Armor3

Full plate with seams burnished red. Grants +1 to AC while worn (counts as +1 armor).

AC +19Once per long rest, wearer can activate a warming field that sheds bright light in a 10-foot radius for 1 hour.

A masterfully articulated half-plate that seems to shrug off blows. +2 to AC (applies as +2 armor).

AC +18Once per short rest, the wearer can add +2 to a single saving throw (declared after seeing the roll).

A heavy round shield with a subtle rune etched in the boss. Grants bonus to AC when wielded.

AC +1When you drop to 0 HP once per long rest, the shield emits a protective shimmer that gives you temporary HP for 1 round.
HR

Hroth Emberhand

HumanFighter (Eldritch Knight 3)Lvl 13

Shop Atmosphere

The forge is perpetually warm; Hroth hums an old dwarven hammer-song as he works and keeps a pet iron-gray raven named 'Smelt' that steals small shiny components. He insists on testing every blade on a scrap of iron and will only allow payment by story trade (short tale) in lieu of 5 gp once per customer per season.
Visual sheet

Turn Emberhand Forge & Armory into a sheet

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