Kharu's Scorched Forge (Wandering Stand)

Est. 2025 Half-Giant Artificer (tinkerer flavor)

Kharu's Scorched Forge (Wandering Stand)

Kharu travels on a creaking ox-cart covered in patched hides and iron plating, pausing at desert crossroads and ruined wells. He collects stories and odd metal ...

KH

Shopkeeper

Kharu Iron-Vein, a Half-Giant Artificer (tinkerer flavor) (Lvl 3)

Keeper's Species

Half-Giant

4 Weapons3 Armor8 Misc1 Misc1 PotionsEst. 224 gp

Shop Inventory

(17)
Weapons4

A hardy short sword beaten from blackened iron and inlaid with slivers of mica that glitter like a dim sun. Balanced for general use in the wastes.

On a critical hit, the wielder gains 1 temporary HP (stacking with no more than 5 from this effect). This represents resilience to desert exhaustion.

A short dagger with a serrated ridge along the back; useful for close work and as a practical tool for hunters of the wastes.

When used to cut rope, hides, or plant fiber, grants advantage on the check once per short rest.

A stout crowbar useful for prying crates, opening jammed doors, or as an improvised weapon.

Counts as an improvised finesse/versatile tool if the user is skilled in tools (DM call).

A basic cutlery-knife used by traders, simple but reliable and easy to resharpen in the field.

Often used as a tool for prepping food or minor field repairs; no special combat traits.
Armor3

Old scale mail reforged and heat-treated to resist cracking in the intense sun. It creaks but holds fast.

AC +14Slightly insulated: wearer gains +1 on Constitution saving throws to resist exhaustion from heat.

A small round shield with a welded rim and salt-crusted surface. Helps deflect blows and the sun's glare.

AC +2Provides +2 to AC (as a shield). When used in the shade, the shield's rim can throw a bright glare to grant allies advantage on their next attack once per short rest.

Thick leather bracers studded with small iron plates—the kind scavengers wear to protect forearms while digging.

AC +1Grants +1 to AC when worn (as light armor accessory) and +1 to checks to pry or dig.
Miscellaneous8

A tarpaulin patched with resin and oil to keep out sand and light rain. Useful for shelter in the wastes.

Provides cover for small camp (acts as improvised shelter; reduces chance of desert wind ruining supplies).

A toughened waterskin lined with baked clay. Holds water cooler longer than normal skins.

Holds 4 liters; reduces chance of spoilage of stored water. If filled with precious water (spring or oasis), Kharu marks it with a soot sign.

A balanced hammer with a wedge-shaped face designed for working blistered metal and ceramic crucibles common in the wastes.

Granted as a smith's tool equivalent: advantage on checks to fashion or repair crude desert gear.

A thick glass-and-iron flask that, when filled with a small amount of alcohol and lit, provides a brief, intense brazier. Useful for melting resins or tempering small items.

Provides a reliable heat source for up to 10 minutes; once used, requires 1 hour to clean and refill safely.

Robust tongs blackened by ash; grip is comfortable in searing heat and resists warping.

Grants +2 to checks made to handle hot metal or fragile hot objects.

A small contraption of woven reeds and charcoal that filters some particulate matter from brackish water. It does not desalinate but makes water safer to drink.

When used, grants a pool of fresh water equivalent to 1 gallon over a day; removes sickness from dusty water (DM adjudication).

Four metal spikes useful for anchoring a tarp, disabling small constructs, or as trip hazards.

Can be used to set a simple trap (basic mechanical chance); function as improvised caltrops for 1 minute when deployed.

A token carved from sun-baked bone and wrapped in copper wire. Not truly magical, but crafted to provide psychological comfort.

When carried, grants advantage on one Wisdom save vs. fear related to the wasteland (once per day).
Miscellaneous1

A coarse cloak dyed to match the ochre dunes. Keeps the wearer a little less conspicuous and buffers sun on the neck.

AC +1Gives +1 to Stealth checks in desert terrain and +1 to saves vs. sunstroke (DM adjudication).
Potions1

A cooling paste of crushed lichen and resin for treating cuts and abrasions typical of wasteland travel.

Heal 1 HPHeals HP once when applied; also grants +1 to recovery from exhaustion from travel for one hour.
KH

Kharu Iron-Vein

Half-GiantArtificer (tinkerer flavor)Lvl 3

Shop Atmosphere

Kharu travels on a creaking ox-cart covered in patched hides and iron plating, pausing at desert crossroads and ruined wells. He collects stories and odd metal scraps, preferring to barter—offering a 10% discount if you trade a useful scrap (brass, obsidian shard, or ancient rivet). He speaks in gravelly tones, sings a low thunder-hum while hammering, and insists that any blade sold must be named aloud before first use. Refuses to sell to those who damage campfires or waste water in his presence.
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