Ironvein Armory & Forge

Est. 2025 Human Fighter (Eldritch Knight background)

Ironvein Armory & Forge

Captain Haldra insists on military decorum in the shop: no boots past the threshold and callers must remove hats (or a 1 gp fine is levied and added to the bill...

CA

Shopkeeper

Captain Haldra Ironvein, a Human Fighter (Eldritch Knight background) (Lvl 12)

Keeper's Species

Human

8 Weapons2 Armor7 MiscEst. 76.1k gp

Shop Inventory

(17)
Weapons8

Stout military longsword, balanced and well-tempered. Standard issue for city watch and militia.

None. Marked with an Ironvein tang stamp for identification.

Heavy bow used by siege crews and city guard. Requires coach bolts (arrows) and frequent maintenance.

Two-handed, heavy, loading. Comes with a spare string and tuning tools.

A spear forged for formation warfare; a long haft with a reinforced, barbed head designed to break shields and armor bindings.

On a successful hit against a shield, Strength saving throw or the target drops shield (DM adjudicates).

Designed for breaching and against cavalry—long reach, stout head with a hooked spike.

On a successful hit against a mounted creature, rider must make Dexterity saving throw or be unseated.

A heavy hammer with a flanged head optimized to dent and incapacitate shields and armor joints.

On a critical hit against an armored target, the target suffers -1 penalty to AC until repaired (stacking cap 3) — repairable by smithing (1 hour per -1).

A finely balanced longsword bearing a subtle enchantment. Favored by officers who can afford a modest magical edge.

Atk Counts as magical for overcoming resistances and immunities.

A masterwork polearm invested with a powerful enchantment. Heavy, precise, and often surmounted with a small regimental banner.

Atk Counts as magical. Once per long rest, as a bonus action the wielder can plant the halberd and gain temporary +2 to AC until start of next turn as if bracing (no extra movement).

When command word is spoken, the blade bursts into flames shedding bright light. A dazzler on the battlefield.

Counts as magical. When ignited, deals additional fire damage on hit. Ignites flammable objects not being worn or carried.
Armor2

Heavy wooden kite shield with iron rim and painted regimental field. Slightly lighter than tower shield but offers good protection.

AC +2Reinforced rim grants advantage on breaking grapples or shoving if used to shove.

Steel helm with extended cheek pieces and internal leather liner. Designed for prolonged campaign wear.

AC +1Reduces chance of critical hits to wearer vs non-magical attacks (DM rolls; visual intimidation).
Miscellaneous7

A finely crafted whetstone infused with faint smithing runes. Keeps steel keen and resists rust.

When used to sharpen a nonmagical blade during a short rest, grants +1 to attack rolls with that weapon until the next long rest (usable 3 times per week).

Tools and small anvils for basic armor and shield repair in the field.

Grants proficiency advantage (DMG ruling) to checks to repair armor and shields during downtime.

Small metal rivets and fastenings for mounting unit banners to shields, pikes, or halberds.

If attached to a shield and used by 3+ allied creatures within 30 feet, grant ally morale: +1 to saving throws vs fear while in formation (roleplay/DM discretion).

A tin of heavy grease used to protect steel from salt and to ease moving parts on polearms and crossbows.

Applying to a weapon or shield during a short rest removes one temporary penalty from battlefield damage (DM adjudication).

A ritual-smithing enchantment that can be scribed onto a pike or halberd's haft. Imbues cohesion and command aura.

Once scribed (takes one day and 200 gp materials), the wielder can, as an action, plant the weapon and grant allies within 15 ft a bonus to AC and saving throws vs being frightened for 1 minute (usable once per long rest).

Small stamped token issued by the Ironvein Armory. Redeemable for minor gear or used as proof of purchase for repairs.

Can be used as a bargaining chip for a small discount on repairs or spare parts.

A single quarrel specially tempered to pierce armor; used as a last-resort anti-plate round.

On a hit against AC 18+ armored target, deals additional piercing damage.
CA

Captain Haldra Ironvein

HumanFighter (Eldritch Knight background)Lvl 12

Shop Atmosphere

Captain Haldra insists on military decorum in the shop: no boots past the threshold and callers must remove hats (or a 1 gp fine is levied and added to the bill). She hammers out a brisk rhythm while working and keeps a ledger of who owes favors — if you owe a favor to the armory, expect to be called in one rainy night.
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