Snapjaw's Custom Iron

Est. 2025 Lizardfolk Artificer (gunsmith-flavored)

Snapjaw's Custom Iron

Every weapon is given a name taken from storms, myths or oceanic lore — Grusk believes naming binds a weapon to weather. The shop is a narrow forge-shop with a ...

GR

Shopkeeper

Grusk Snapjaw, a Lizardfolk Artificer (gunsmith-flavored) (Lvl 6)

Keeper's Species

Lizardfolk

4 Weapons8 Misc2 Misc1 MiscEst. 4k gp

Shop Inventory

(15)
Weapons4

A well-balanced single-shot flintlock with a carved wind motif along the barrel; reliable and easy to maintain.

Standard range: 30/90 ft. Misfire on a natural 1 requires a Sleight of Hand to clear; uses one bullet and 1 charge gunpowder per shot.

A short, stout scattergun with twin barrels and a broad choke; built to clear a deck or hold a chokepoint.

Close-range cone attack option (Dex save for half). Misfire on natural 1 requires time to clear.

Long-barreled flintlock carbine favored by marsh hunters; greater accuracy at range.

Standard range: 60/180 ft. Grants advantage on long-range attacks against targets beyond 30 ft if shooter has proficiency with firearms.

A rugged scattergun with reinforced iron bands and a carved toothed maw on the stock.

Reload takes an Action unless the wielder has a special speed-loader (sold separately). Misfire 1 on nat 1.
Miscellaneous8

A brass-bodied scope with etched storm patterns and a small focusing wheel. Attaches to most long-barreled firearms.

Grants +1 to attack rolls made at long range (beyond 30 ft). Darkvision passthrough: +1 to Perception checks to spot in dim light when looking through the scope.

Glass-encased canisters with a fuse; when broken and lit they release thick, obscuring smoke for 1 minute (heavily obscured in 10-foot radius).

Creates heavily obscured area (10 ft. radius) for 1 minute. Wind of moderate or greater strength disperses smoke in 1 round (DM call).

A single-use cartridge that emits a concussive boom on impact; used as a breaching round or for brief stun tactics.

On impact against a surface, creatures within 5 ft must succeed on a Constitution save or be deafened until the end of their next turn. Not recommended for precision firing.

A master-crafted scope with adjustable magnification and crosshair calibrations; etched with faint runes to steady the eye.

Grants +2 to attack rolls at long range and provides advantage on Investigation checks to spot small targets at distance when used properly.

A durable leather pouch containing cleaned gunpowder; Snapjaw refines his own blend for consistent burns.

One pouch contains roughly 20 standard charges for flintlocks. Keep dry.

A compact kit with oil, rods, spare flints, springs and a small file; a must for maintaining any firearm.

Using the kit on a short rest grants +1 to future attack rolls with a maintained firearm for 24 hours (DM adjudication).

Handcast lead balls, good enough for most flintlocks, supplied in a waxed cloth bag.

A small timed charge used to booby-trap a door or path; produces flash and smoke but is low-yield to avoid injury.

Triggers a loud bang and smoke; creatures within 5 ft with sharp hearing must make a Constitution save or be deafened for 1 round.
Miscellaneous2

A finely tuned pistol with an internal baffle and arcane etchings that muffle the report. Works quietly and cleanly.

Atk On a successful ranged attack, the report is reduced so that creatures relying on hearing must make a Perception check () to locate the shooter. +1 magic weapon.

A blackened pistol whose barrel drinks light; bullets fired from it hiss like rainfall.

Atk On a hit, the wielder can choose to deal normal damage and cloak themselves in dim light for 1 round (invisible if in dim light and makes a Stealth check, , else dim). Usable 3 times per day.
Miscellaneous1

A leather-and-iron pad that distributes recoil, fashioned to accept sling harnesses and telescope braces.

AC +1Reduces recoil penalties: once per short rest grants advantage on a single ranged attack to negate disadvantage from heavy recoil.
GR

Grusk Snapjaw

LizardfolkArtificer (gunsmith-flavored)Lvl 6

Shop Atmosphere

Every weapon is given a name taken from storms, myths or oceanic lore — Grusk believes naming binds a weapon to weather. The shop is a narrow forge-shop with a single glowing hearth, racks of barrel-stamped metal, and soot-blackened walls. Grusk is a grizzled ex-pirate lizardfolk gunsmith: scars down his cheek, a bronze eyepatch over one yellow eye and always humming a restless sea-shanty while he polishes barrels. He refuses to sell certain volatile or experimental explosives without vetting the buyer. He sprinkles a little sea-salt on every purchase 'for luck' and will tell customers a short, salty legend about each weapon's name if asked.
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