The Sunforged Anvil

Est. 2025 human (Nilotic) Artificer (Battle Smith)

The Sunforged Anvil

Imhotep-Khufu speaks to his forge as if it were an elder—he insists each blade 'drinks the river' before tempering and will refuse to sell to those who disrespe...

IM

Shopkeeper

Imhotep-Khufu Azru, a human (Nilotic) Artificer (Battle Smith) (Lvl 14)

Keeper's Species

human (Nilotic)

2 Weapons4 Armor11 Misc1 PotionsEst. 22k gp

Shop Inventory

(18)
Weapons2

A curved bronze-and-steel khopesh with a gilded sun motif on the spine. Balanced for sweeping cuts and used by temple guards.

Atk Once per long rest, on a hit the wielder can shed bright light in a 10-foot radius and deal an extra radiant damage as the blade flares.

A longbow inlaid with ivory ankhs and river reeds varnished into the limbs. Emits a faint hum when nocked.

Atk Arrows fired from this bow gain +1 to attack and once per short rest the archer can take a bonus action to make the arrow seek a target (advantage on the attack roll against flanked or surprised targets).
Armor4

A scale cuirass resembling the overlapping plates of a gigantic river serpent; scales are hammered from dark bronze and etched with protective glyphs.

AC +18Grants +1 to AC beyond base armor. Once per long rest, wearer can activate the serpent's ward to grant resistance to poison for 1 hour and advantage on saves vs. disease.

Light steel greaves shaped into sandal straps and footplates, inlaid with sand-colored leather for comfort.

AC +14Grants advantage on saves against exhaustion from heat and travel on sand; wearer gains +10 ft walking speed on sandy or desert terrain. Once per day can cast Pass Without Trace (self only).

A large round shield painted with sun-and-cobra iconography; bronze rim and a reinforced boss.

AC +2Functions as a +1 shield (i.e., grants +1 to AC in addition to shield bonus). Once per long rest the wielder can use a reaction to impose disadvantage on an attack that hits an ally within 5 feet (the wielder takes the attack instead).

A sculpted helm made from layered, hardened linen and bronze for the brow, patterned like a nemes headdress.

AC +12Grants +1 to Charisma (Performance) when worn in court or ritual settings and advantage on Intimidation checks against commoners who respect temple authority.
Miscellaneous11

A pair of wide golden wrist-guards hammered with hieratic sigils; they lock with a tiny tumbler that requires a key or arcane command.

AC +12When donned and attuned (requires 1 hour), the bracelets grant +1 to AC and once per long rest can cast Hold Person (save ) as a reaction against a creature that attempts to grapple or incapacitate the wearer.

A small bronze amulet engraved with an eye motif. Common among caravan masters.

Grants +2 to Perception checks (passive included) while worn. Once per long rest can cast Detect Magic for up to 10 minutes.

A small set of bronze locks and hasps stamped with scarab motifs—durable and simple to pick-resistant.

Provides a bonus to DC for breaking or picking the lock compared to a common lock. Robust against sand and rust.

Rounded stones from riverbeds, polished and heat-treated; they glow faintly at dawn.

On a critical hit, the target must succeed on a Con save or be blinded until the end of its next turn (glare of sunstone).

A palm-sized brazier on a handle used by smiths to produce a controlled holy flame for tempering sacred metal.

Functions as a smith's fire source: once per day can produce a 5-foot-radius, non-magical flame that sheds bright light and counts as a source for magical item forging (for rituals requiring fire). As a minor offensive use, it can cast Produce Flame (no attack bonus) once per long rest.

A small brass censer that emits incense smoke that refreshes metal and spirit.

When burning blessed incense (sold for 2 gp a bundle), the censer grants a bonus on the next crafting check made within 1 hour to create or repair a non-magical item. Once per long rest can be used to grant a single creature a bonus on a saving throw.

A portable set of smithing tools: hammer, tongs, files, small anvil and crude forge bellows suitable for field repairs.

Provides advantage on checks to make minor repairs in the field and a bonus to DC for craft-related checks if used properly.

Hand-forged arrowheads, simple split-socket style, good for regular hunting and warfare.

Standard ammunition; robust in dunes and humid river valleys.

A lightweight folding fan edged with thin bronze blades—used to direct troops and for ritualistic displays.

When used in a short Performance, grants allies within 10 feet a +1 morale bonus to attack rolls for one round (usable once per short rest).

A small iron key shaped like an ankh that fits many of the shop's locks and some common temple chests.

Functions as a master key for the shop's Scarab-Forged Lockset and some temple designs (GM discretion).

A vial of quick-setting alchemical oil that eases minor repairs for weapons and armor.

When used during a short rest, restores HP to a piece of non-magical equipment (replaces lost functionality temporarily).
Potions1

A viscous amber potion that repairs metal and leather as if touched by a craftsman.

When applied to an item, restores hit points to damaged non-magical armor, shield or weapon (repairs dents, hems, straps). If used on a creature, heals HP (mostly restorative for minor cuts).
IM

Imhotep-Khufu Azru

human (Nilotic)Artificer (Battle Smith)Lvl 14

Shop Atmosphere

Imhotep-Khufu speaks to his forge as if it were an elder—he insists each blade 'drinks the river' before tempering and will refuse to sell to those who disrespect the sun. He stamps purchases with a tiny scarab brand that glows faintly at dawn for seven days.
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