Hraevik's Hearthforge

Est. 2025 Hill Dwarf Artificer (Smith)

Hraevik's Hearthforge

The shop is a low-ceilinged cavern lit by a ring of slow-burning forge coals; every surface bears soot and hammered patterns. Hraevik hums an old mountain hymn ...

HR

Shopkeeper

Hraevik Ironbraid, a Hill Dwarf Artificer (Smith) (Lvl 5)

Keeper's Species

Hill Dwarf

6 Weapons4 Misc3 Armor2 Potions2 Misc1 MiscEst. 3.4k gp

Shop Inventory

(18)
Weapons6

A stout, well-balanced warhammer favored by mountain clans. Forged with a slightly longer haft for reach.

Crafted with temper-steel to resist chipping; ideal against armored foes.

Double-edged battleaxe with a dwarven knotwork pattern on the haft.

Lightly weighted head for quicker recovery between swings.

A compact handaxe, balanced for throwing and close combat. Leather-wrapped haft.

Thrown (range 20/60).

A compact blade favored by guards and scouts. Slim, with a greataxe-inspired ricasso.

Light and easy to conceal; balanced for quick strikes.

A heavy greataxe carved with clan runes along the haft. Designed to cleave through armor.

Heftier than human-made equivalents—great momentum.

A stout crossbow with reinforced limbs and a quick-release trigger — made to resist the chill metal of the mountains.

Reload speed typical for heavy crossbow; comes with a simple iron case.
Miscellaneous4

Twenty fletched wood-shaft arrows, hardened tips. Cheap, dependable ammunition.

Tongs, hammers, files, punches and small anvil tools in a canvas roll—everything a field smith needs.

Grants proficiency benefits when used with smithing checks.

A heavy bar of worked iron, suitable as raw material for weapons, horseshoes, and repairs.

A set of forged iron horseshoes, fitted and nailed by the smith.

Armor3

A sturdy round shield with iron bands. Standard issue in many dwarven militias.

AC +2

Interlocking rings of tempered steel. Heavy but reliable protection.

AC +16Prepared and adjusted for wearers of average build; may hinder stealth.

Tough leather reinforced with riveted studs—made to resist cold and abrasion.

AC +12Better-weatherproofing than standard studded leather.
Potions2

A small, warm-red vial that closes wounds and steadies the spirit when drunk.

Heal 7 HPHeals HP when consumed ().

A viscous potion smelling faintly of iron that stiffens the drinker's grip and limbs for climbing.

Gives advantage on Athletics checks to climb for 1 hour; chemical trace of iron and salt.
Miscellaneous2

A compact dwarven hammer with a single rune along the poll. When thrown, the rune hums and the hammer strikes truer.

Atk When thrown, grants +1 to attack and damage. Returns to wielder's hand only if the thrower speaks a one-word command (no attunement).

A hammer blessed with a faintly glowing rune etched into its face. Favored by captains and expedition leaders.

Atk +1 to attack and damage. The rune emits faint heat in cold conditions (no combat effect). Requires attunement by a non-evil wielder.
Miscellaneous1

A shield reinforced with layered tempered steel and a subtle rune band—adds more than mere iron to defense.

AC +3Grants +1 to AC in addition to the shield's standard +2 (i.e., total +3). Requires attunement.
HR

Hraevik Ironbraid

Hill DwarfArtificer (Smith)Lvl 5

Shop Atmosphere

The shop is a low-ceilinged cavern lit by a ring of slow-burning forge coals; every surface bears soot and hammered patterns. Hraevik hums an old mountain hymn as he works. A mechanical ram (a battered clockwork trinket Hraevik keeps repairing) sits near the door and butts anyone who tries to haggle too long. He accepts ore or trade-in for partial payment and offers free basic sharpening to customers who buy arms or armor from him.
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