Stonehand Arms & Forge

Est. 2025 Hill Dwarf Artificer (Armorer)

Stonehand Arms & Forge

Keldra insists all weapons be tested at the anvil before purchase — she'll swing them herself (slowly). The shop smells of coal and citrus oil; she whistles old...

KE

Shopkeeper

Keldra Stonehand, a Hill Dwarf Artificer (Armorer) (Lvl 18)

Keeper's Species

Hill Dwarf

7 Misc8 Weapons1 Armor1 PotionsEst. 138.6k gp

Shop Inventory

(17)
Miscellaneous7

A rough whetstone and oilcloth; keeps blades sharp between more intensive maintenance.

Standard lamp or weapon oil. Also used as a fuel for the forge and for emergency lubrication.

Highly flammable

Standard hardened wooden shafts with iron heads, useful for hunting and war alike.

A fey-crafted quiver with multiple compartments that can hold far more than it looks like. No attunement required.

Holds up to 60 arrows, 18 javelins, or 6 longbows; items are always easy to find.

Keldra can permanently enchant a weapon to grant +1, if given the weapon and sufficient time and materials.

Atk Takes 7 days plus rare materials (included in price); item becomes attunement-capable if magical effects require it.

Inscription of a single minor rune: bonus to strength checks with the weapon, resistance to a common element, or similar small effect.

Example effects: +1 to Intimidation when brandished, +1 to damage vs. beasts, or resistance to acid for 1 hour/day.

Keldra accepts commissions for unique or legendary weapons when she has the time and materials. Lead time varies.

Fully custom effects negotiable; requires rare materials, quests for components, and multiple months of work.
Weapons8

Balanced blade favored by scouts and officers. Reliable and easily repaired.

A common military longsword, cleaned and filed to Keldra's exacting standards.

Two-handed blade forged to absorb and deliver brutal blows. Heavy duty rivets and a counterbalanced pommel.

A finely crafted longsword that hums faintly in the hand. Requires attunement.

Atk Glows faintly on command; edges never rust under normal conditions.

A heavy, rune-scribed warhammer favored by those who face constructs and armored foes. Requires attunement.

Atk On a hit, once per short rest can deal an extra thunder damage and knock prone Strength save.

Keldra's personal design: a greataxe forged to channel storm and strike with the force of a gale. Requires attunement.

Atk On hit deals an extra lightning damage. Once per long rest the wielder may cast Thunderwave (3rd-level, centered on self).

A blade whose edge flames on command, searing foes and lighting darkness; requires attunement.

Ignites on command, dealing extra fire damage while lit. Useful for signaling and torch replacement.

A noble hunter's bow that exacts vengeance when a sworn enemy is named. Requires attunement.

When you swear an oath against a target, the first arrow against that target each turn deals an extra piercing. If the enemy drops to 0 HP, the bow's bounty ends.
Armor1

A stout steel shield with leather facing and internal bracing; grants solid protection and resists warping.

AC +2+1 to checks made to avoid being disarmed while wielding this shield
Potions1

A ruby-red vial that knits flesh with practiced potency.

Heal 14 HP
KE

Keldra Stonehand

Hill DwarfArtificer (Armorer)Lvl 18

Shop Atmosphere

Keldra insists all weapons be tested at the anvil before purchase — she'll swing them herself (slowly). The shop smells of coal and citrus oil; she whistles old mining hymns while working. She refuses to craft weapons solely for assassination (she'll ask questions). If a customer treats her forge with respect (a small symbolic token or a tidy barter), she offers free basic sharpening and a cup of strong tea.
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