The Sand-Spine Armory

Est. 2025 Human Artificer (Battle Smith background)

The Sand-Spine Armory

Hafsa hums an old caravan dirge while she works and flicks a grain of sand into the air before handing over any weapon—she claims it 'teaches the blade to remem...

HA

Shopkeeper

Hafsa al-Sahir, a Human Artificer (Battle Smith background) (Lvl 9)

Keeper's Species

Human

11 Weapons3 MiscEst. 11.9k gp

Shop Inventory

(14)
Weapons11

A slim dagger forged from the black chitin of desert scorpions with a scavenged iron core. The tip is slightly barbed and hollowed to channel venoms.

If the wielder coats the blade with poison, the hollowed tip delivers it more effectively: Fort save vs. poison (administered normally). The barbs make pulling it free difficult—on a hit an opponent must succeed on a Strength (Athletics) check or have disadvantage on their next attack as they struggle with the wounds.

A curved blade laminated with plates from the desert beetle carapace; light and flexible, it shimmers with faint sand-haze when swung.

The layered carapace slightly reduces overpenetration; on a critical hit the blade sheds a sliver of chitin that clings to armor, dealing 1 extra poison damage on a subsequent hit if not removed (remove with medicine check or fire).

A long spear with a tip forged from the tooth of a sandwyrm and a haft reinforced with scavenged steel bands. Designed for riders and dune-hunters.

Atk This is a +1 spear (uncommon). Once per dawn, the wielder can strike the sand and cause a 10-foot line of swirling grit that grants half cover to those inside it for 1 round (save Dexterity to avoid being blinded for the round).

A hand-bent composite bow made from cane, animal sinew, and a strip of polished shell. It throws arrows truer in hot, still air.

Odor of dried resin—arrows fired at dawn or dusk gain +1 to attack rolls if the shooter spends a bonus action to 'focus the sun', once per short rest.

A short, hooked blade forged into the jaw-bone of a dune coyote and rimmed with hammered scrap iron.

On a hit, the kukri can be used to make a minor cutting to a pack animal or rope (works as improvised tool; grants advantage on Survival checks to field-repair gear once per day).

A heavy club carved from the femur of a giant desert lizard, wrapped in boiled leather at the grip.

Solid, reliable—on a successful hit the wielder may attempt to shove as a bonus action once per short rest.

A finely tempered scimitar with a microlayer of reflective beetle shell in the blade that throws back sunlight in the heat haze.

Atk This is a +1 magical scimitar (uncommon). Three times per day when you hit, you can force the target to make a Wisdom save or be unable to take reactions until the start of your next turn as the light disorients them.

A heavy two-handed spear tipped with an actual sand-wyrm tooth, mounted on a shaft of heat-seasoned palm and steel. It hums faintly with desert hunger.

Atk This is a +2 weapon (rare). Once per long rest, the wielder may drive the spear into the ground and create a 15-foot cone of choking sand (as a cone-shaped Gust of Sand) that knocks prone creatures failed Strength saves and deals bludgeoning damage to creatures failing the save (half on success).

A weighted net woven from spider silk and thorned vine fibers with tiny grit pockets that rattle when thrown.

Functions as a net. If a creature is restrained by the net, the grit pockets irritate—target takes slashing damage at the start of each of its turns until freed (removing net or succeed on Strength check to free).

A long whip braided from the tail-hairs of sandstriders and reinforced with rings of hammered scrap metal. It sings through the air.

If used to disarm or trip (DM adjudicates), grants +2 to the attempt. Once per short rest the wielder can snap the whip to create a 10-foot zone of static that grants advantage on checks to herd or control animals for 1 minute.

A blunt practice scimitar made of carved bone and soft metal—used to train without killing.

Used for sparring; deals nonlethal damage.
Miscellaneous3

A set of 20 light arrows fletched with feather taken from the dune-raven and fitted with small barbed chitin heads.

Barbed heads cause the target to need a Strength check to avoid drop weapon or suffer 1 round disadvantage on subsequent attack if hit and not treated with medicine ().

A compact toolroll containing files, resin, bone clamps, spare sinew, and small hammer—ideal to repair desert-forged weapons in the field.

Grants advantage on an Intelligence (Tinker's tools or Smith's tools) check to repair a weapon; can restore a damaged weapon to full condition once per day of use.

A tiny glass vial of preserved venom scraped from sandwyrm teeth—carefully stabilized with salt and oil. Use with caution.

When applied to a weapon, deals an extra poison damage on a successful hit once (single use). Target must succeed on a Constitution save or take poison damage at the start of each of its next 2 rounds (no stacking).
HA

Hafsa al-Sahir

HumanArtificer (Battle Smith background)Lvl 9

Shop Atmosphere

Hafsa hums an old caravan dirge while she works and flicks a grain of sand into the air before handing over any weapon—she claims it 'teaches the blade to remember the wind.' She never sells more than two vials of venom to the same buyer and will haggle in story-trades (a useful tale or geas-complete task can reduce prices). During sandstorms the shop curtains are closed and she will only trade for barterable goods or services.
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