Four-Hearth Smithy & Sanctum

Est. 2025 Human Cleric (Forge Domain)

Four-Hearth Smithy & Sanctum

Four-Hearth sits at the corner of the market — a wide stone shop with four anvils in a semicircle beneath a skylight. The front is hung with shields and finishe...

MA

Shopkeeper

Mara Korrin, a Human Cleric (Forge Domain) (Lvl 9)

Keeper's Species

Human

3 Weapons3 Armor3 Misc2 Misc2 Potions4 Misc2 Misc1 MiscEst. 52k gp

Shop Inventory

(20)
Weapons3

A standard longsword, balanced and tempered in the shop's coal. Trusted blade for soldiers and mercenaries.

Well-forged edge holds for longer; slightly easier to maintain (advantage on minor maintenance checks).

A stout warhammer forged by the dwarf smiths on site. Heavy head and reinforced haft.

Balanced for bludgeoning; haft wrapped for a secure grip.

A supple shortbow with a near-silent draw and an elven string for improved cadence and comfort.

Slightly quieter than a common shortbow (-2 penalty to Perception checks involving bow noise in quiet environments).
Armor3

Light armor made from supple leather and carefully set studs; stitched and shaped by an elven craftsman for mobility.

AC +12Comfort fit grants +1 to Stealth checks when worn alone.

Medium chain mail with extra rivets and dwarf-forged links for added durability.

AC +16Treated to resist rust; maintenance checks required half as often in normal conditions.

A full half-plate set for battlefield use; expertly fitted and reinforced at joints.

AC +15Reinforcements reduce chance of shattering from a single heavy hit (DM adjudicated).
Miscellaneous3

A finely balanced longsword heated in the shop's sanctified forge and lightly blessed by Mara. A reliable +1 weapon.

Atk Counts as a magical weapon for overcoming resistances. Hum of a faint blessing when orcs/fiends are nearby (cosmetic).

An elven-crafted shortbow that grants a small magical edge to the archer's aim.

Atk Arrows fired count as magical for bypassing resistances. Slightly muffled drawstring.

A heavy warhammer forged with dwarven rites and sanctified iron. The head is inscribed with a judgement rune.

Atk Counts as magical. Once per day on a hit, deals an extra radiant damage against fiends/undead (attunement required).
Miscellaneous2

Half-plate augmented with dwarven reinforcement and a small consecration on the breastplate. A rare protective piece.

AC +16Provides +1 to AC (in addition to base armor). Resistance to poison while worn (DMG-flavor).

A shield with a polished wooden surface inlaid with a tiny holy symbol. Warm to the touch when a blessing is active.

AC +1Grants +1 to AC when wielded. Once per long rest the bearer can cast Shield of Faith (as the spell, no concentration for 1 minute). Attunement required.
Potions2

A small vial of red liquid that seals shallow wounds when imbibed.

Heal 7 HPStandard potion (heals HP).

A potent crimson potion. Heals more substantial wounds.

Heal 14 HPHeals HP when consumed.
Miscellaneous4

A specially blended oil used to temper blades and armor in the shop's forge. Prolongs the edge and reduces brittleness.

When applied during a short or long rest, grants items +1 to their effective durability checks for 24 hours (DM adjudicated).

An artisan's kit with hammers, tongs, files, and other smithing essentials.

Required for crafting metal goods; proficiency grants advantage on relevant checks.

A fine whetstone for sharpening blades to a keen edge.

Gives a bonus on the next attack roll if used to sharpen a weapon before combat (single use).

Twenty arrows with finely fletched vanes; slightly more accurate than standard fletching.

Elven fletching reduces misfires; -1 penalty on checks to recover broken arrows.
Miscellaneous2

Mara performs a brief blessing at the anvil. Temporarily imbues a non-magical weapon with a minor divine edge.

For 1 hour, a non-magical weapon gains a bonus to attack and damage rolls (does not count as a magical weapon). Usable only on one weapon per ritual. Requires a short worship ceremony and the shop's anvil.

Refit a sword or hammer: re-hilt, re-balance, and re-edge. Time: 2-4 days depending on complexity.

Quality reforging grants +1 on future attack rolls for the first 24 hours after pick-up (cosmetic/roleplay endorsement).
Miscellaneous1

A small iron-laced amulet warmed in the forge that steadies the mind under pressure.

While attuned, grants advantage on saving throws against fear. Once per long rest can grant the wearer resistance to psychic damage for 1 minute.
MA

Mara Korrin

HumanCleric (Forge Domain)Lvl 9

Shop Atmosphere

Four-Hearth sits at the corner of the market — a wide stone shop with four anvils in a semicircle beneath a skylight. The front is hung with shields and finished blades; inside the air is hot with coal smoke and lemon oil. Mara Korrin, a human Forge Domain cleric, presides over the shop: she wears a soot-kissed apron over a priestly tabard, hums a short hymn while hammering, and sprinkles sanctified salt into the quench when she blesses a weapon. Her staff smith is a gruff dwarf named Torun Ironbrow who whistles old mountain tunes; an elf, Lysariel, does filigree and finishing work for straps and bows; Mara herself offers short blessings and minor enchantments for a fee. The shop's small shrine holds icons to both Moradin and a local human war-god — Mara insists both favor honest craft. Quirk: Mara always rings a tiny bronze bell before bargaining; if she hums the wrong tune the price slips a coin (or two) in the customer's favor.
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