The Last Stand Armory

Est. 2025 Human Fighter (Eldritch Knight/Commander background)

The Last Stand Armory

Mareld never offers credit and marks prices in 'war price' tiers—he'll occasionally reduce a price if you trade a relic from a battle of legend. He polishes gea...

MA

Shopkeeper

Mareld Varron, a Human Fighter (Eldritch Knight/Commander background) (Lvl 18)

Keeper's Species

Human

3 Weapons3 Armor7 Misc2 PotionsEst. 110.1k gp

Shop Inventory

(15)
Weapons3

A finely tempered longsword balanced for parade or battle. Common in veteran units; trustworthy and reliable.

Atk Well-balanced: gain +1 to attack rolls (counts as a +1 weapon).

A hefty two-handed maul with a flanged boss and a counterweight designed to crush defenses.

Atk Against targets wielding a shield or wearing heavy armor, deal an extra bludgeoning damage once per hit (usable 3 times per day).

A longbow carved from layered yew and ironwood. Accurate and made to unseat riders and flyers.

Atk Very Rare. Arrows fired ignore half cover and three-quarters cover on a successful attack. Against creatures flying or mounted, deal + piercing damage.
Armor3

Heavy plate with extra rivets and layered pauldrons to shrug off glancing blows.

AC +18Slightly improved durability: once per long rest, reduce bludgeoning/slashing/piercing damage by 5.

A heavy tower shield forged with the sigils of those who held ground against impossible odds.

AC +3Legendary (requires attunement). Grants +3 to AC while wielded. Once per long rest, as a reaction when you or an ally within 30 ft would be reduced to 0 HP, the shield explodes a ward that heals that creature for and grants resistance to all damage for 1 round.

A full harness of plate engraved with the motifs of standing ground—massive, protective, and warded against being tossed aside.

AC +3Legendary (requires attunement). Grants +3 to AC. You have advantage on Strength checks and saving throws to resist being moved or knocked prone. Once per long rest, you can activate an aura (30 ft radius) that anchors allies: within the aura allies gain advantage on saving throws against being moved, knocked prone, or charmed for 1 minute.
Miscellaneous7

Steel gauntlets etched with lines marking where to interlock with a shield or another soldier's grip.

Atk Rare (requires attunement). While wearing, your unarmed strikes count as magical and you gain +2 to damage rolls with unarmed strikes. When you grapple an enemy, allies gain advantage to shove that enemy while you maintain the grapple.

A heavy banner that when planted stiffens the resolve of those nearby.

Very Rare (requires attunement). While planted and not moved, allies within 60 ft gain +1 to attack rolls and saving throws. Once per long rest, the banner emits a thunderous rally: all allies in range gain temporary HP equal to + your Charisma modifier.

A bronze war-horn engraved with battle names. Its call rallies the desperate.

Very Rare. When sounded, all allies within 300 ft who can hear gain advantage on attack rolls and saving throws for 1 minute. Once per long rest. Creatures that are frightened gain advantage on their saving throws against being frightened for the duration.

A hammered iron ring that hums with the will to not yield.

Very Rare (requires attunement). You gain a bonus to all saving throws while you are below half your maximum HP. Additionally, once per long rest you can automatically succeed on one Strength saving throw.

A rare tactical scroll that conjures a thick iron-like wall—designed to buy time and anchor positions.

When cast, creates a 5x10 ft vertical slab of near-iron that grants cover and is immune to nonmagical damage for 1 minute. (DM may reskin/adjust to fit campaign.)

Thick-soled boots with iron treads and small wards to hold footing on slick ground.

Rare (requires attunement). You have advantage on checks and saves to resist being moved or knocked prone, and your speed cannot be reduced below half by difficult terrain. Once per short rest, stomp to grant allies within 10 ft advantage on saves vs being moved for 1 round.

A leather scabbard lined with faintly glowing runes that slow the dulling of a blade.

Uncommon. A nonmagical weapon sheathed within does not lose sharpness or suffer wear from combat; magical weapons are unaffected. Once per day can grant +1 to the weapon's attack for 10 minutes.
Potions2

A crimson potion that knits bone and rents flesh in extreme measures.

Heal 10 HPHeals HP when consumed (standard 5e 'Supreme Healing').

A smoky gray draught brewed with ironroot and adamantine dust. Fortifies the body to hold ground.

Rare. When consumed, for 1 hour gain +2 to AC and advantage on Death saving throws. Once consumed, you cannot benefit from another similar elixir for 24 hours.
MA

Mareld Varron

HumanFighter (Eldritch Knight/Commander background)Lvl 18

Shop Atmosphere

Mareld never offers credit and marks prices in 'war price' tiers—he'll occasionally reduce a price if you trade a relic from a battle of legend. He polishes gear between sunrise and first customer, and keeps a ledger with names of those who 'held the line'—if your name is in it, you'll be treated with grave respect and perhaps a private discount.
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