Vell & Co. Applied Armaments

Est. 2025 Rock Gnome Artificer

Vell & Co. Applied Armaments

The shop is part workshop, part showroom: clockwork spiders polish the floor and display models of items run on tiny rails. Mara insists customers test non-magi...

MA

Shopkeeper

Mara Vell, a Rock Gnome Artificer (Lvl 5)

Keeper's Species

Rock Gnome

4 Weapons2 Armor2 Potions6 MiscEst. 2.7k gp

Shop Inventory

(14)
Weapons4

A well-balanced short sword with a thin mithral inlay along the edge — lighter and holds an edge longer than common steel.

Reduced weight by 1 lb; retains sharpness longer (edge lasts 2× longer between repairs).

A compact crossbow fitted with an electrostatic cell that gives bolts a crackle on release, useful against constructs and metal-skulled foes.

On a hit, deals an extra 1 lightning damage once per bolt; battery lasts ~50 shots then needs recharging (50 gp to refill by shop).

A palm-sized spring device that fires a grappling hook on a compact metal line to a range of 60 feet. Returns with a windlass pull.

Grant advantage on checks to secure line to non-magical surfaces; line rated to 800 lb. Reload/rewind requires an action.

A handaxe whose edge holds a magical temper. Grants a small enchantment suitable for low-level parties looking for reliable aid.

Atk Counts as a +1 weapon for attack and damage rolls.
Armor2

A small iron-and-brass shield whose internal springs can snap forward to add extra protection in a single reaction.

AC +2Once per short rest, you can use a reaction to add +2 to AC against a single attack; resets when wound springs are rewound (5 minutes fiddling).

A chain shirt lined with flexible padding and piezoelectric plates that give small shocks and disperse force.

AC +13While worn, grants +1 to Dex (Stealth) checks to move silently through metal-littered environments; once per long rest, reduce damage from one melee hit by 2.
Potions2

A clear vial with reddish swirls. Heals HP when drunk.

Heal 6 HP

A viscous, iridescent potion that, for 1 hour, grants the effects of spider climb (feet adhere to surfaces; climb speed equals walking speed).

Grants spider climb for 1 hour after drinking.
Miscellaneous6

A leather roll of precision files, tiny gears, layered screwdrivers, hand drills and vials of lubricants. Essential for field repairs and improvised traps.

Grants +2 to checks to repair, jury-rig, or disable simple clockwork devices when used in 10 minutes of work.

A compact, reusable torch that emits a steady bright light like a brazier and a faint hum. Rechargeable cell; lasts ~12 hours between recharges.

Bright light in 30 ft, dim 30 ft beyond that. Can be set to stun mode once per long rest (attempt a Con save or be stunned for 1 round if within 5 ft).

A tube of sticky resin used to secure gears, bind armor plates, or glue a broken haft. Strong but brittle when cold.

Can be used to glue mechanisms; grants advantage on checks to secure or seal for 1 hour. Heat (fire) or solvent removes within 1 minute with a successful check.

A pressurized can that mends small breaks in metal and clockworks for short-term use. Ideal for field repairs between long rests.

Each use restores functionality to a broken non-magical mechanical device for 24 hours or until a long rest; grants +2 to subsequent repair checks.

A small glass sphere containing a scented powder and a shock core. On shattering it emits a concussive snap and bright flash.

On impact: thunder damage in 5-ft radius and targets must succeed on a Constitution save or be deafened for 1 minute. Safe to carry if handled carefully.

Small sealed vials that, when broken, emit thick smoke for up to 1 minute (heavier than normal smoke bombs). Useful for retreats and cover.

Create obscuring smoke (heavily obscured) in a 10-ft cube for 1 minute; wind disperses sooner.
MA

Mara Vell

Rock GnomeArtificerLvl 5

Shop Atmosphere

The shop is part workshop, part showroom: clockwork spiders polish the floor and display models of items run on tiny rails. Mara insists customers test non-magical items under supervision and talks to her wares as if they're shy — she'll gently chide a stubborn crossbow for 'acting up' while she winds it. Prices are noticeably higher than in outlying villages due to 'modern supply chain woes' and a local tax on electro-mechanics; she accepts haggle with a performance of tinkering (give a successful DC 12 Sleight of Hand or Tinker check for 10% off). Open late when the city lights hum, and she offers a free minor repair (small item) to anyone who brings a story of a clockwork companion.
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