Calder's Anchor Armory

Est. 2025 Human Fighter (Battlemaster, former navy quartermaster)

Calder's Anchor Armory

Maris hums a navy shanty when working and insists on stamping every receipt with an anchor rune. She will barter repair time for fish, rum, or useful tidings fr...

MA

Shopkeeper

Maris Calder, a Human Fighter (Battlemaster, former navy quartermaster) (Lvl 6)

Keeper's Species

Human

8 Weapons6 Armor2 Potions5 Misc2 MiscEst. 3.2k gp

Shop Inventory

(23)
Weapons8

Well-forged steel longsword favored by ship officers; balanced for both cut and thrust.

A compact bow suited to use on cramped decks; flexible yew limbs with a tarred string.

Short range optimized for shipboard combat (no disadvantage for firing from narrow spaces).

A three-pronged trident reinforced at the haft; often used both as a weapon and for hauling lines or boarding grappling.

Can be used to grapple a medium or smaller creature on a successful Athletics check (DM adjudicates) when used with a rope.

Curved blade designed for slashing in close quarters; thick guard protects the hand from rigging and spray.

Slightly lighter than a standard scimitar — treated by local sailors as finesse for flavor if DM allows.

A sturdy, deck-anchorable crossbow capable of punching through light boarding armor.

Can be mounted on a swivel for stability (+1 to attack when mounted on ship rail, DM optional).

A finely tempered longsword with a faint blue luster; a favored bit of good fortune among petty officers.

Atk Edge hums faintly in stormy weather (flavor).

Specialized bolt with barbed head, designed to be fired from a heavy crossbow or thrown from a reel.

On hit to a Large or larger creature, tether reduces their movement by 10 ft for 1 round unless they succeed on a Strength check (DM adjudicates).

A reinforced net good for catching fish or ensnaring boarding foes; heavier mesh than a standard net.

Treat as net (restrains on a hit); heavier mesh grants +1 on checks to hold a target on a moving deck.
Armor6

Standard round shield with optional removable spike for use in boarding combat.

AC +2Spike deals piercing on successful shield bash (requires Attack action, DM adjudicates).

Leather reinforced with metal studs; common among boarding parties and scouts.

AC +12Treated as stealth-friendly armor by local sailors (no extra penalty in wet conditions).

Lighter mail suitable for officers who want protection without bulk.

AC +13

Solid protection salvaged from a wreck and refurbished; has been patched, but serviceable.

AC +16Slight creak; may impose disadvantage on Stealth checks in quiet interiors.

Well-balanced half-plate substitute favored aboard patrol ships—keeps mobility and decent protection.

AC +14Less noisy than full plate, grants advantage on checks to move quickly on deck (DM discretion).

A small, battered shield embossed with a tide motif. It seems to drink in the salt spray and gleam dully.

AC +1While attuned, grants +1 to AC (in addition to normal buckler bonus) when within 300 ft of a large body of water. Once per long rest, can cast misty step (short surge) as a bonus action with sea-spray visuals (uncommon magic item).
Potions2

A small glass phial of warm-red liquid that restores vitality when consumed.

Heal 2 HPHeals hit points when consumed (standard potion of healing effect).

A potent, ruby-hued potion favored by ship surgeons after boarding fights.

Heal 8 HPHeals hit points when consumed (standard greater healing).
Miscellaneous5

Heavy iron hook with three claws and rings for multiple securing points; used for boarding and scaling.

Hooks into wood and stone reliably; can be used with a team for boarding maneuvers (+2 to party Athletics checks when used cooperatively).

Sturdy 50-foot length of tarred rope; standard issue aboard ships.

Salt-treated for longer life in sea air.

A brass lantern with oil and wick, sealed against heavy spray; used for signalling during fog and storms.

Emits bright light in 30 ft, dim for 60 ft; remains lit in heavy rain (non-magical).

A compact, brass spyglass with a clear lens system used for spotting sails and hazards at sea.

Grants advantage on Perception checks to spot distant ships or landmarks beyond 120 ft within a straight line of sight (DM adjudicates environmental limits).

Handy box with flint and tinder; essential for lighting lanterns and signal fires quickly.

Miscellaneous2

Professional cleaning, patching, and minor repairs to metal and leather armor to resist salt corrosion.

Removes one level of wear (reduces disadvantage from rust, repairs small breaks).

Custom adjustments to make armor comfortable and secure for shipboard use (strap changes, drainage lines).

Small bonus to wearer comfort (+1 to checks involving climbing or balance on wet decks for 24 hours, DM discretion).
MA

Maris Calder

HumanFighter (Battlemaster, former navy quartermaster)Lvl 6

Shop Atmosphere

Maris hums a navy shanty when working and insists on stamping every receipt with an anchor rune. She will barter repair time for fish, rum, or useful tidings from sailors; if a customer has served at sea, she offers a modest discount (5%). She distrusts brass-colored magic items and keeps them behind the counter unless coaxed with coin or a credible tale of storms survived.
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