Mokra's Iron & Aegis

Est. 2025 Dwarf Fighter

Mokra's Iron & Aegis

Mokra whistles an old dwarven marching tune while working and refuses to sell enchanted items to those she deems reckless—she quizzes buyers on battle experienc...

MO

Shopkeeper

Mokra Varrin, a Dwarf Fighter (Lvl 13)

Keeper's Species

Dwarf

5 Weapons6 Armor7 Misc3 PotionsEst. 57.4k gp

Shop Inventory

(21)
Weapons5

A master-forged steel longsword with runes along the fuller. Balanced and keen, it hums faintly in battle.

Atk Grants +2 to attack and damage rolls. Runes glow when fiends or undead are within 30 ft (DM may warn).

A longbow combining yew and horn with steel inlays, made for range and durability.

Atk Counts as a martial weapon; +1 to attack and damage when used by someone proficient with longbows.

A finely balanced warhammer with etched patterns on the haft and a reinforced head—excellent workmanship from Mokra's forge.

Masterwork quality grants no mechanical bonus in 5e but sells well for reliability and craftsmanship.

A slender rapier crafted from a strange alloy that resonates with notes when drawn.

Atk Grants +1 to attack and damage. Once per short rest, the wielder can use a bonus action to cause the blade to emit a distracting chime, imposing disadvantage on the next creature that attacks the wielder (one creature, within 10 ft).

A compact mechanical device that fires a single heavy bolt with the force of a crossbow. Useful for fortifications or single-shot ambushes.

One-shot device; reload requires smithing kit and 1 hour (or purchase replacement bolt). Treat as heavy crossbow for attack and loading rules.
Armor6

Heavy plate tailored to the wearer. Reinforced joints and a polished finish that resists rust.

AC +19+1 to AC while worn. Comfortable enough to allow full movement for trained warriors.

A reinforced tower shield with a polished brass face that can display simple expressions on command.

AC +2Functions as a +1 shield (grants +1 to AC). The face can show one of six preset expressions (calm, wrath, stern, jovial, sorrowful, neutral) which can be switched as a bonus action. Once per day, bearer can use the shield to cast the silent image cantrip () without components.

A heavy hunter's cloak woven with iridescent fibers that shift subtly to match surroundings.

Gives advantage on Stealth checks to hide in natural terrain. Once per day, grants the wearer invisibility for up to 1 minute (ends early on attack or casting).

A steel neck piece that protects vulnerable throat and collarbone, lined with leather for comfort.

AC +1Provides +1 to AC when worn with studded leather or chain shirt; otherwise counts as ornamental.

A rare breastplate with adamantine settings along stress points—lightly used and reconditioned in Mokra's workshops.

AC +14While wearing this armor, critical hits against you become normal hits (adamantine property).

A polished helm with a small glass lens inset over the dominant eye.

AC +1Grants advantage on Perception checks that rely on sight and darkvision out to an additional 30 feet. Once per day, cast detect magic (self only).
Miscellaneous7

Sturdy leather boots with spring-steel plates in the heels.

Wearer's walking speed is not reduced by wearing heavy armor. Jumping distance is tripled. Once per long rest, wearer can increase jump height by an additional 10 feet for 1 minute.

A bundle of twenty well-made steel-tipped arrows.

Normal ammunition; steel tips do slightly better against armored targets at GM discretion.

Leather bracers with inlaid green enamel. Favored by veteran bow-users.

Wearer gains +2 to damage rolls on ranged attacks made with composite or longbows (requires attunement).

A reinforced bandolier holding ten magically etched crossbow bolts that seek gaps in armor.

Atk Each bolt grants +1 to attack and deals an extra piercing damage on a hit. Bolts are consumed on use.

A toolkit containing files, oil, spare rivets, and a small portable forge-patch for in-field armor repairs.

Allows repairing minor damage to weapons/armor during a short rest. Grants advantage on one smithing check when used (single use).

Small iron spikes used to hinder pursuers or slow mounts.

Standard caltrops; creature moving at half speed on them suffers piercing and must save or be slowed.

A simple stone impregnated with grit and oil to sharpen blades quickly.

Each use grants a weapon +1 to next attack roll (one attack) to represent a swift sharpening.
Potions3

A red-glass vial filled with a viscous ruby liquid that knits flesh and bone.

Heal 4 HPHeals HP when consumed (per standard 5e greater healing).

A smoky vial whose contents clear the mind and steady hands for spellcasters and trained soldiers alike.

For 1 hour after drinking, the user gains advantage on Constitution saving throws to maintain concentration on spells and a bonus to attack rolls.

A bitter tincture that grants advantage on saving throws against poison for 1 hour.

Grants advantage on Saving Throws against poison for 1 hour.
MO

Mokra Varrin

DwarfFighterLvl 13

Shop Atmosphere

Mokra whistles an old dwarven marching tune while working and refuses to sell enchanted items to those she deems reckless—she quizzes buyers on battle experience before finalizing a sale. She offers a discount to customers who bring in damaged equipment for repair and keeps a ledger with sketches of every significant weapon she's ever forged.
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