The Salted Anvil

Est. 2026 Orc Cleric (Forge Domain)

The Salted Anvil

The forge smells of brine and coal. Ulguk sprinkles a pinch of salt into every batch of tempering oil. He haggles in pirate-tinged Orcish and insists on three p...

UL

Shopkeeper

Ulguk 'Ironjaw' Saltbrand, a Orc Cleric (Forge Domain) (Lvl 10)

Keeper's Species

Orc

2 Potions8 Misc5 Weapons5 ArmorEst. 15k gp

Shop Inventory

(20)
Potions2

A small glass vial of red liquid. Standard common healing potion, a staple in every sailor's chest.

Heal 7 HPWhen drunk, restores hit points.

A stronger red potion in a stout corked phial. Favored by captains who expect heavy boarding actions.

Heal 14 HPWhen drunk, restores hit points.
Miscellaneous8

A stout leather bag that holds far more than it looks like it should. Coal-streaked from constant use in the forge.

Extra-dimensional interior for storage; dangerous to combine with other extradimensional items.

A leather roll of bandages, salves and splints. Found in every ship's infirmary.

As an action, spend one use to stabilize a creature at 0 HP without a Medicine check; the stabilized creature also regains 1 HP when stabilized this way.

A wrapped kit of the blacksmith's trade: heavy hammer, tongs, hardened files and a small portable anvil.

Standard smith's tools: tongs, hammer, portable anvil, files.

A small phial of pungent restorative oil made from whale blubber and crushed iron filings.

When applied to metal armor or a metal weapon and tended for 1 hour by a character proficient with smith's tools, it restores a small amount of structural integrity (DM adjudicates), easing repair and granting advantage on the first repair check.

A coin pouch with a false bottom and a secret waxed seam. The smell of tar faintly lingers in the stitching.

A mundane but clever pouch favored by smugglers. Gives advantage on a single Sleight of Hand check to hide a small item when used in a moment of quick distraction.

A thick iron spike stamped with the mark of the forge. Ulguk's signature piece, sold only to those who won't use it to harm his ship.

When used by a character proficient with smith's tools, grants advantage on one improvised repair check to anchor equipment or secure a mast.

A service: a sea-forge ritual to salt-harden armor and weapons. Ulguk offers this for a fee and a ration of grog.

A special process and rivets that allow a blacksmith to convert mundane armor to be 'salt-hardened' which slows corrosion; reduces the chance of armor breakage from environmental effects.

A glass bead filled with faintly luminescent algae. Handy when navigating foggy harbors.

Small polished globe that can be affixed to a mast or in a cabin to throw a soft light when activated (functions like a driftglobe but simpler).
Weapons5

A well-balanced longblade forged for cutting rope and boarding sails. Polished, with an iron-inlaid hilt.

Atk A magical +1 weapon (adds +1 to attack and damage rolls).

A sword that erupts with flame at the whisper of its word. Popular with deck captains who like dramatic boarding tactics.

When activated (bonus action), the blade sheds bright light in a 20-foot radius and deals an extra fire damage on hit until sheathed or command repeated.

Forged for boarding parties: a harpoon with a barbed head and a hook to snare rigging or foes.

Gives advantage on Athletics checks to grapple or restrain a creature of size Large or smaller when used as a thrown grapple; once returned to hand on a successful Strength (Athletics) contest vs. target's Strength or Dexterity. Non-magical.

A curved cutlass hammered in a salty forge, its pommel wired with kelp fibers. Popular with orcish deckhands.

Atk A finely tempered cutlass that grants +1 to attack and damage. Once per short rest when drawn near saltwater (within 300 feet of a natural coast), the blade deals an extra cold damage for the first hit.

A long-barbed harpoon carved from the bone of a deep-sea predator and banded with iron.

Atk This harpoon is a +1 weapon and deals an additional + damage to creatures that are Large or larger or to aquatic beasts. Once per long rest, the wielder can reroll a missed attack and take the second result.
Armor5

A heavy, sea-salted cloak with a lining of boiled leather. Its edges are decorated with small iron rings salvaged from wrecks.

AC +1Grants bonus to AC and +1 to saving throws while worn.

A round shield with barnacle ridges along the rim. Looks like it has taken and given many blows.

AC +1This shield grants an additional bonus to AC when equipped (stacks with normal shield bonus).

Soft leather boots with tarred soles and a hidden slit for drainage. They soak salt but keep the wearer silent on deck.

Grants advantage on Dexterity (Stealth) checks that rely on moving quietly.

Brass-plated leather bracers hammered with wave patterns. They gleam even under a ship's lantern.

AC +2While worn and the wearer wears no armor and uses no shield, grants bonus to AC.

Chain tempered with a seam of blue-glass ore from a shipwreck. Heavy, salt-streaked and surprisingly flexible.

AC +1This chain grants +1 to AC. While within 300 feet of salt water, the wearer gains resistance to lightning damage (repairs and salt tempering from the forge empower the plating).
UL

Ulguk 'Ironjaw' Saltbrand

OrcCleric (Forge Domain)Lvl 10

Shop Atmosphere

The forge smells of brine and coal. Ulguk sprinkles a pinch of salt into every batch of tempering oil. He haggles in pirate-tinged Orcish and insists on three pieces of sea-glass as collateral for custom jobs. His parrot (a scrappy gull named 'Nippers') mimics the sound of a bellows and steals small coins from inattentive customers.
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