Tide & Anvil Smithy

Est. 2025 Human Fighter

Tide & Anvil Smithy

The shop smells of coal, brine, and hot metal. Marrec always has one boot planted on a coil of rope and, if not hammering, will be whistling a salty shanty or a...

MA

Shopkeeper

Marrec Tideforge, a Human Fighter (Lvl 6)

Keeper's Species

Human

3 Weapons2 Armor6 Misc3 PotionsEst. 5.8k gp

Shop Inventory

(14)
Weapons3

A stout iron harpoon tempered with traces of sea-iron and hammered with wave motifs. Balanced for throwing or use on a shaft. Favored by whalers and shipboard boarding parties.

Atk On a hit, the target must succeed on a Strength saving throw or be pulled up to 10 feet toward the harpooner. If used against a creature in water, the harpoon deals an additional piercing damage.

A gleaming cutlass with a faint pearly sheen and a guard shaped like a curled wave. Effective in close-quarters aboard decks.

Atk While on a ship deck or within 30 feet of open water, the wielder gains advantage on checks to keep footing (Dex save to avoid being knocked prone) and on Athletics checks to climb rigging.

A compact brace-mounted launcher for bolts and small harpoons. Useful to catch loose sails or snag rigging from a distance.

Fires specially crafted harpoon bolts (sold separately). Has a built-in spool that can retract a line of up to 50 feet once per minute. Considered a martial ranged weapon with light loading.
Armor2

Studded leather lined with watertight leather and nickel rivets. Lightweight but well-protecting—ideal for boarding parties and deckhands who need mobility.

AC +13Grants +1 to Armor Class (in addition to normal studded leather AC). The wearer can hold breath for an additional 2 minutes when submerged.

A circular shield rimmed in iron and inlaid with mother-of-pearl. Stands up to salt spray and blows from boarding hooks.

AC +1+1 to AC when wielded. Once per short rest, the wielder can use a reaction to shove a creature within 5 feet (as per the shove action) with advantage if they are on a ship's deck.
Miscellaneous6

Ten metal bolts with small barbed heads and rings to attach thin rope or line.

Used with harpoon launcher or heavy crossbows. Each bolt includes 25 ft. of waxed line.

Thick, waxed rope that resists rot and holds knots well. Essential for mooring and boarding.

Waxed to resist saltwater and mildew; grants advantage on checks to secure knots during bad weather if used by someone proficient with rope tools.

A collapsible iron hook designed to hook onto rigging or a hull lip; fits easily in a sailor's pack.

Can be thrown up to 30 ft.; when secured and tested, grants advantage to climb checks using the attached rope.

A long-handled iron hook with a set of pulleys and a short length of chain, designed to catch and pull enemy boarding planks or doors.

When used to attempt to secure an enemy vessel or pull down a barrier, grants bonus to Athletics checks to do so.

A small brass bell with an etched gull; when rung, its tone carries over surf and dense fog.

Once per short rest, rung in fog or heavy rain, it grants allies within 60 feet advantage on Wisdom (Perception) checks to detect nearby vessels or objects in the water for 10 minutes.

Hammers, tongs, files, and specialized tools for seafaring repairs—includes corrosion-resistant bits and sail-needle.

Grants advantage on checks to repair small ship components and a bonus to checks to craft or repair maritime weapons and armor if used by someone proficient with smith's tools.
Potions3

A little vial of red liquid. Mends wounds when consumed.

Heal 2 HPRestores hit points when drunk.

A brighter red potion contained in a brass-capped vial, favored for emergencies on long voyages.

Heal 12 HPRestores hit points when consumed.

A bitter, vinegary concoction useful against common toxins and spoiled fishing baits.

Advantage on saving throws against poison for 1 hour, halves poison damage on a failed save.
MA

Marrec Tideforge

HumanFighterLvl 6

Shop Atmosphere

The shop smells of coal, brine, and hot metal. Marrec always has one boot planted on a coil of rope and, if not hammering, will be whistling a salty shanty or arguing about the best way to splice rope. He offers trades: rare fish, tales of storms (serving as rumors), or salvage from wrecks can be accepted in lieu of half-price labor if the party brings proof. He opens late for sailors returning from the docks and will custom-forge a simple nonmagical item overnight for 5 gp extra and a promise of ale.
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