The Gilded Gauntlet Armory

Est. 2025 Human Fighter

The Gilded Gauntlet Armory

The shop smells of iron and old incense. A black raven perches on the rafters and seems to fall asleep when the shopkeeper tells a sad story. Candles that refus...

HE

Shopkeeper

Hedda Muir, a Human Fighter (Lvl 8)

Keeper's Species

Human

2 Weapons9 Misc5 Armor1 PotionsEst. 282.2k gp

Shop Inventory

(17)
Weapons2

A longsword-hilt that conjures a blade of pure radiance. The blade deals radiant damage and sheds true sunlight, making it a classic weapon against vampires and undead.

Atk Undead hit by the blade take an extra radiant damage. Radius of bright and dim light can be adjusted by 5 ft (min 10 ft / max 30 ft).

A heavy warhammer forged with slivers of blessed ash and hammered silver. Designed to smash through vampiric resilience.

Atk Against undead, deals an additional radiant damage and ignores resistance to nonmagical attacks. On a critical hit against an undead, the target must succeed on a Constitution save or be stunned until the end of its next turn.
Miscellaneous9

A platinum amulet shaped like a sun with a central crystal. A sacred relic against vampires and other horrors of Barovia.

Expending 1 charge can attempt to Hold Vampires (30 ft, Wisdom). Expending 3 charges while using Turn Undead imposes disadvantage on undead saves. Expending 5 charges produces sunlight in a 30 ft bright radius for 10 minutes.

A silver statuette of a kneeling cleric, consecrated in Ravenloft's chapel. An icon used historically to hold back the dread of the castle.

Heal 24 HPWhile within 30 ft, grants protection as Protection from Evil and Good against fiends and undead. Can cast Augury once per dawn. Can be used to increase Turn Undead save DC by 2 and to cast a powerful Cure Wounds effect () once per dawn.

A vial of oil that sizzles and shines like polished silver. When applied and ignited, it sharpens and blesses a blade for a short time.

Anointed on a weapon to grant a temporary +3 to slashing damage for 1 minute (single weapon application).

A warm bronze band etched with a tiny flame motif. Popular among hunters who brave the hills outside the valley.

Grants resistance to cold and tolerance to harsh Barovian climates. While worn, grants advantage on saves vs environmental cold and offers comfort in icy heights.

A velvet-wrapped bundle of five sharpened wooden stakes, each tip rubbed with consecrated ash and herbs.

Stakes deal normal piercing damage but count as 'silvered' for overcoming resistances to nonmagical attacks against certain undead. Each stake crumbles to dust on a successful use against a vampire-like creature.

A plain iron ring with a tiny raven etched inside its band. Rumored to have been traded among Vistani travelers.

While worn, provides continual light warmth and a faint protective hum when undead are near (wearer gets a subtle sense).

A corked vial of blessed water. The label is stamped with a faded cruciform seal.

Holy water used to splash on undead or fiends; deals radiant damage to undead on a hit (subject to DM adjudication).

A carved wooden token given to some Vistani by clan elders. Its powers are subtle but helpful against subtle magics.

Once per long rest, on touch, grants a target advantage on its next saving throw and removes one charm effect. Also functions as a minor Amulet of Proof against Detection while carried.

A leather-wrapped wafer containing ten silvered arrowheads. Each catches the dim light in a way that makes them unnerving to undead.

When used against creatures vulnerable to silver, these count as silvered weapons and ignore resistance to nonmagical attacks.
Armor5

A heavy suit of plate, masterfully forged and enchanted. Bulky but protective enough for knights who stand against Strahd's servants.

AC +2Standard +2 to AC on top of normal plate; forged and tempered for heavy use in war against the undead.

A well-made cloak woven with subtle protective runes. Its edges shimmer faintly in moonlight.

AC +1Wearer gains bonus to AC and saving throws while attuned.

Soft-leather boots whose soles seem to drink sound. Favored by scouts and those slipping through Barovian fogs.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently and leaves no tracks in snow or soft earth.

A tower shield reinforced with runes that trade weight for hardened protection.

Atk When wielded, the shield grants +1 to AC. Requires attunement.

A polished heater shield with a carved motif of swirling fog and a stitched sunburst. Its face is cool to the touch.

AC +1Functions as a +1 shield. While attuned, once per long rest the bearer can call a mist-ward that grants advantage on saving throws to resist effects that obscure vision or cause exhaustion while within the shield's radius (10 ft) for 1 minute. Grants resistance to necrotic damage once per day for 1 round.
Potions1

A glass phial of red ichor that closes with a cork and wax seal. Tastes faintly of iron and honey.

Heal 75 HPHeals hit points when consumed.
HE

Hedda Muir

HumanFighterLvl 8

Shop Atmosphere

The shop smells of iron and old incense. A black raven perches on the rafters and seems to fall asleep when the shopkeeper tells a sad story. Candles that refuse to gutter line the walls, and the shopkeeper keeps a small ledger bound in velvet where every object for sale is listed with a name and the name of the last creature that used it.
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