The Brass Crucible - AI-generated fantasy Shop

The Brass Crucible

Est. 2025 Rock Gnome Artificer (Artillerist/Smith flavor)

The Brass Crucible

The Brass Crucible smells of oiled bronze and ozone. Tinkrim insists on speaking to prospective buyers about the 'symphony of gears' before any sale above 100 g...

TI

Shopkeeper

Tinkrim Boltsprocket, a Rock Gnome Artificer (Artillerist/Smith flavor) (Lvl 8)

Keeper's Species

Rock Gnome

5 Weapons11 Misc1 ArmorEst. 4.3k gp

Shop Inventory

(17)
Weapons5

A heavy, single-shot firearm with a long barrel. Loud and powerful at range; requires a short rest to clean after ~10 shots in dusty conditions.

Loading: requires an action to reload after each shot. Range 120/480 ft. Misfire on a natural 1 if not well maintained.

A compact single-shot firearm suitable for sidearms. Easier to wield in tight spaces than a musket.

Loading: one shot per action, range 60/240 ft. Light.

A finely balanced longsword with gears embedded in the hilt to dampen vibration — superior feeling in hand.

Slightly improved balance grants advantage on one Athletics or Acrobatics check per short rest tied to weapon use.

A detachable bayonet whose blade folds and locks via a small clockwork mechanism activated by a thumb catch.

When attached to a musket, increases damage by + and grants +1 to attack if used in melee immediately after a successful ranged attack.

A reliably enchanted weapon with runes hammered into the metal — common enough for an ambitious artificer to supply at this level.

Atk Adds +1 to attack and damage rolls.
Miscellaneous11

A compact module that attaches to a firearm's mechanism to allow a controlled burst of energy, discharging a three-round burst in one attack action.

When installed, you may spend an Attack action to expend one use to fire a burst: make one attack roll; on hit deals weapon damage ×3 but the weapon suffers -2 penalty to attack rolls until next long rest. The module has 3 charges and regains charges at dawn. Requires artificer tools to install.

A stabilizing barrel insert and small arcane harmonizer that increases accuracy and effective range.

When installed, increases a firearm's normal range by 50% and its long range by 100% of the firearm's listed value. Grants bonus to attack rolls with the firearm.

A spring-and-gear retrofit that shortens reload times for cartridge-style firearms.

When installed on a firearm that uses discrete loading actions, reduces the action required to reload by one step (e.g., from an action to a bonus action) when you expend a use of the ratchet. The module has 5 uses per day and recharges at dawn.

A reinforced chamber that allows firing special explosive rounds. Dangerous if misused.

When used with specially crafted explosive rounds (sold separately), a hit deals weapon damage plus fire in a 5-foot radius. On a natural 1 while firing an explosive round, the weapon takes fire damage and the wielder takes fire (save negates half).

A slim spiraled ring that fits a firearm's muzzle; blessed gears tug fired special bolts back to the user.

When installed and activated, any non-explosive bolt or pellet fired will return to the wielder's bandolier at the end of the round. Usable 3 times per day, regains charges at dawn.

A leather bandolier with 20 specialized cartridges (paper-wrapped charges with lead shots).

Standard ammunition for shop firearms. Contains 2 specialty rounds (see optional ammo below) by default: 1 piercing slug and 1 grapeshot.

A fragile cartridge with a small alchemical charge. Designed for use only with the Explosive Chamber module.

On hit: additional fire to target and fire splash to creatures within 5 feet (Dex save halves). Dangerous in wrong chamber.

A cartridge that disperses small pellets on firing, turning a single projective into a short-range cone.

On hit: as part of the attack, deal piercing to one additional creature within 5 feet of the original target (no separate attack roll). Effective only within 30 ft.

A portable toolkit of springs, rivets, small arcs and calibrators designed for field repairs of firearms and clockwork components.

When used with an appropriate ability check (Tinker's Tools): grants +2 circumstance bonus to the roll once per short rest for repairs.

A cartridge that produces a 10-foot-radius cloud of thick smoke on firing. Useful for cover or signalling.

Creates heavily obscured area (10 ft radius) centered on target point within 60 ft. Lasts 1 minute or until dispersed by wind. No attack damage; counts as special ammo.

A small crystalline device used to tune an artificer module or firearm, granting a short-lived boost.

When used (consumed), grants +1 to attack rolls with one firearm for 1 hour. Single-use.
Armor1

A tailored leather vest with internal pockets to hold cartridges and a few shock-absorbing plates to reduce recoil.

AC +2Grants +1 to Dexterity (Sleight of Hand) checks involving firearms and reduces constitution saves against recoil effects by +1.
TI

Tinkrim Boltsprocket

Rock GnomeArtificer (Artillerist/Smith flavor)Lvl 8

Shop Atmosphere

The Brass Crucible smells of oiled bronze and ozone. Tinkrim insists on speaking to prospective buyers about the 'symphony of gears' before any sale above 100 gp; he tests every firearm by firing it into a deep pit behind the shop (free earplugs provided). Clockwork sparrows flit between shelves; Tinkrim will offer a free tinker's tip (advantage on one repair roll) to customers who bring him a scrap of copper.
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