Edda's Saltforge & Shipwright Smithy

Est. 2025 Human Artificer (Armorer)

Edda's Saltforge & Shipwright Smithy

Edda keeps a small jar of seawater on the anvil and taps it three times before forging anything she intends for the sea. The shop smells of hot iron and citrus;...

ED

Shopkeeper

Edda Saltforge, a Human Artificer (Armorer) (Lvl 6)

Keeper's Species

Human

12 Misc5 Weapons3 ArmorEst. 4.2k gp

Shop Inventory

(20)
Miscellaneous12

A full artisan's set for working metal: hammers, tongs, anvils tools and files — necessary for crafting and repairs.

Allows metalworking checks at expert level; used for forging and repairs.

A small stone used to keep blades keen. Edda recommends daily stropping after saltwater battles.

Heavy iron tongs for gripping hot metal. Essential for any smith or adventurer that likes to help with repairs.

Rust-resistant iron shoes, shaped and peened by Edda for pack animals and ship draft horses.

Treated to resist salt and rot.

A small glass flask of refined oil; used for lamps or to help lubricate rust-prone gear.

A length of rope reinforced to resist fraying in sea spray; more expensive than common hemp but lasts longer by the shore.

Less likely to fray or rot in salt air (DM: longer lasting on rope checks).

A stout three-pronged hook, balanced and weighted for throwing and secure anchoring.

A heavy woven net with weights and a water-resistant coating; good for capturing swimmers or cargo.

Weights help it sink and drag underwater targets; recommended for capturing rather than killing.

Small but effective anchor for dinghies and small craft. Iron-capped and balanced for quick deployment.

Pouch of nails, rivets, shackles and spare planks — the essentials for quick hull repairs and rigging patchwork.

On-site repair by Edda or an apprentice; includes riveting, patching leather, and re-tempering minor dents.

Blade sharpening plus application of a protective saltwash and oil to slow corrosion.

Minor magical charm applied by Edda's artificer knowledge — grants a +1 circumstance bonus to hit in the coming day when fighting in wet conditions (DM discretion).
Weapons5

A long spear fitted for maritime hunting and ship-to-ship work. Thrown and good for grappling sea creatures or cargo.

Heavier than a common spear; can be used to secure a target to a line for boarding (DM adjudicates).

A jagged blade inlaid with shark teeth and lacquered with salt resins. Lightweight and vicious close up.

Edge holds in salt air—does not suffer rust penalties.

A finely balanced longsword forged with iron tempered in brine and enchanted with a minor protective charm. The blade gleams like wet steel.

Atk Resists rust and sea corrosion. Against aquatic creatures or while submerged, it deals + cold damage (once per hit).

A three-pronged harpoon forged with a hollow shaft. It returns to the hand by command when in salt water, and is perfectly balanced for throwing.

Atk When thrown into salt or brackish water, it returns to the wielder's hand at the end of the turn. While carried, grants +5 ft swim speed to the wielder when in water.

A shortbow made from yew and sea-laminated wood. Slightly recurved for better power on short decks.

Sea-laminated wood resists humidity, reducing the chance of string snapping in wet conditions.
Armor3

Studded leather treated with tar and oil to resist salt spray and damp. Cut for mobility during shipboard fighting.

AC +12Tar treatment reduces noise when moving on wet decks — advantage on Stealth checks in rain or aboard a wet ship (DM discretion).

Traditional scale mail with overlapping plates riveted to a padded leather backing. Embossed with subtle wave motifs.

AC +14Rivets sealed to resist salt; grants advantage on saving throws vs. being knocked prone by waves or rough deck movement (minor sea-borne resilience).

A round shield, rimed in brass and etched with the crest of Edda's clan. It seems to vibrate faintly with the sound of surf.

AC +3Grants +1 to AC (shield base +2, magic +1). Once per short rest, the bearer can stabilize themselves against a strong current or knockback (advantage on checks/resists to remain planted).
ED

Edda Saltforge

HumanArtificer (Armorer)Lvl 6

Shop Atmosphere

Edda keeps a small jar of seawater on the anvil and taps it three times before forging anything she intends for the sea. The shop smells of hot iron and citrus; a gull perches on the signboard and will steal any unattended fish left in the doorway. Edda speaks in clipped sea-terms and offers a discount to anyone who can name the correct tide on the day they arrive.
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