Sunforge Rarities

Est. 2025 Human Artificer (Alchemist/Tinkerer archetype)

Sunforge Rarities

Sarrah hums a low metallic tune while working and keeps a tray of polished sand to test glass pieces—customers are expected to remove dust from their boots befo...

SA

Shopkeeper

Sarrah Vesh, a Human Artificer (Alchemist/Tinkerer archetype) (Lvl 5)

Keeper's Species

Human

1 Weapons2 Misc2 Misc1 Misc1 Misc2 Misc1 Armor1 Potions1 Misc1 MiscEst. 4.9k gp

Shop Inventory

(13)
Weapons1

A slender shortsword with a glass-inset fuller and tiny rune-etched vents that glimmer like sunlight. The blade is annealed with desert-cold oil so it resists sand's abrasions.

Atk Counts as a +1 magic weapon. Once per long rest, you can activate the vents to shed bright light in a 10-foot radius and dim for 10 minutes; while the light is active the blade deals an extra radiant damage against creatures vulnerable to sunlight or undead.
Miscellaneous2

Brass-framed goggles with layered smoked glass and a faintly glowing rune on the bridge. Designed to keep grains out and sight sharpened in heat haze.

Uncommon. While worn, grants advantage on Perception checks that rely on sight in bright sunlight or sandstorms and grants +2 to passive Perception. Once per day you can peer through and cast the effect of the detect magic spell for up to 10 minutes (no component needed).

A palm coin of fused glass and copper wire etched with a single stylized sun. It vibrates faintly against the skin.

Rare. Once per long rest as an action, you can expend the token to cast lesser restoration (targeting conditions related to inhaled debris) or dispel a single nonmagical environmental effect classified as 'dust, sand, or silt' in a 20-foot cube (DM adjudicates). The token crumbles to harmless sand after use.
Miscellaneous2

A fist-sized, palm-warm stone of fused glass and copper wire. Etched runes glow dimly when danger approaches.

Uncommon. When set on the ground and activated as an action, it creates a ward in a 10-foot radius for 8 hours that grants creatures inside a bonus to saving throws against being blinded, deafened, or grappled and grants resistance to fire damage equal to 3 (i.e., resistance). Single-use; fades after duration.

A small phial of cooling oil used to keep metal and glass parts from heating, fogging, or binding with sand.

Common. Apply to a single item (weapon, armor, goggles, or lantern) for 24 hours to grant resistance to fire damage equal to (applied as resistance rather than HP), and prevents sand from sticking to the treated surface. Not magical—alchemical.
Miscellaneous1

A palm lantern filled with a fine, vibrating filament and a glass globe that keeps out grit. The lantern hums faintly and can breathe a shaped gust.

Common. Provides bright light in a 30-foot radius and dim light for an additional 30 feet. Once per short rest as an action, can produce a focused gust equivalent to a Gust of Wind spell (shortened effect: 10-foot cone, shove creatures 5 feet and disperse loose sand) for 1 minute (concentration not required).
Miscellaneous1

A heavy, dust-shedding cloak woven from glass-silk and lined with runed brass thread. It hangs like a wave of shaded light.

AC +1Uncommon. While wearing the cloak, the wearer gains +1 to AC (when not wearing heavy armor) and advantage on saving throws to resist exhaustion from heat. Once per long rest you can activate it to become lightly obscured by motes of glass-silk for 10 minutes (granting +2 to Dexterity (Stealth) checks in sandy/bright environments).
Miscellaneous2

A leather waterskin whose interior glass-lining and runed stopper keep water cool and slow evaporation.

Common. Reduces water loss—holds enough for 4 days for one person in desert conditions instead of 1. Refillable. Not magical, crafted with glass-lining and heat-warding resin.

A small bundle of everyday items tailored for desert travel: 50 ft hempen rope, a tinderbox, 10 torches, a flint & steel, 2 days rations, and a waxed map tube.

Common. Basic adventuring gear; torches here are treated with Glass-Cool to avoid instant burnout in sandstorms (torches last an extra minute under heavy wind).
Armor1

A reinforced chain shirt with glass-welded links and overlapping braided leather, designed to prevent grit from jamming joints.

AC +13Common+craft. Functions as a normal chain shirt (AC 13 + Dex mod to a max of +2). The woven design grants advantage on saving throws vs. conditions caused by fine particulate matter (e.g., suffocating sand) once per day.
Potions1

A small, amber elixir that clears vision and steadies the mind under glaring sun or sand-blasted conditions.

Uncommon. When consumed, grants advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight for 1 hour, and grants advantage on Constitution saving throws to resist exhaustion from heat for the same duration.
Miscellaneous1

A round buckler with a polished, slightly concave glass face behind runed metal; reflects light and deflects grit.

AC +2Uncommon. Functions as a +2 light shield (i.e., grants +2 to AC instead of +1) when used to parry once per short rest. Additionally, as a reaction once per long rest, the bearer can redirect a single targeted light-based effect (such as a cone of bright light) to blind attackers for 1 round (Con save to negate).
Miscellaneous1

A portable kit of fine brushes, micro-files, glass polish, and rune-ink for repairing glass and metalwork damaged by sand.

Common. Grants a bonus to checks to repair or maintain glass and light metal arms/armor (Tinker/Artificer checks, Smith's tools or Tinker's tools proficiency suggested).
SA

Sarrah Vesh

HumanArtificer (Alchemist/Tinkerer archetype)Lvl 5

Shop Atmosphere

Sarrah hums a low metallic tune while working and keeps a tray of polished sand to test glass pieces—customers are expected to remove dust from their boots before touching display items. She speaks in precise, economical sentences, frequently offering a small discount if you barter by trading mechanical parts or rare sand samples from outside Khar-Atir.
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