Sunforge Rarities

Est. 2025 Human Artificer (Battle Smith)

Sunforge Rarities

Mira hums a desert lullaby when crafting; she insists every purchase includes a pinch of 'sun-glaze' powdered glass as a blessing. She hates the word 'expensive...

MI

Shopkeeper

Mira Zahir, a Human Artificer (Battle Smith) (Lvl 7)

Keeper's Species

Human

11 Misc2 Armor1 Potions1 WeaponsEst. 5.5k gp

Shop Inventory

(15)
Miscellaneous11

A small iron tinderbox with a tin of oil-saturated rags. Mira makes sure the box is lined with soot-proofed glass to survive desert heat.

Resistant to sand abrasion — functions even if lightly buried.

Silk rope treated with a varnish of powdered mica; slides across dunes without gathering gritty wear.

Less abrasion in sandy environments (DM discretion).

Clear glass vial of refined lamp oil; Mira sells a special 'sun-clear' blend that resists clogging from sand.

Burns cleanly; does not gum lamp wicks easily.

A compact kit of tiny tools, spring clamps, glass cutters, and a vial of quick-bond resin favored by desert tinkerers.

Grants advantage on one tool check per day to repair glass or metal devices (requires expended resin).

A palm-sized compass set inside spun glass with rune-etched casing — resists sand jamming and shows true north even during sandstorms.

Functions in magical and mundane sandstorm conditions; grants +2 to Navigation/Survival checks in desert terrain when used.

A palm-size brass vane and gyroscope that points away from prevailing grit currents. Useful on caravans and tents.

When mounted, grants advantage on checks to secure camp or position marquees against shifting sand for 24 hours.

A fine coil of woven glass filament and copper that snaps into a campsite's perimeter and repels fine particulates.

When activated at a campsite (10 ft radius) it creates a localized anti-grit field for up to 8 hours: fine dust and sand do not accumulate inside the field and small flying sand cannot cross (does not block creatures). Recharge: recharges after a long rest.

A flat, palm-sized lens of smoky glass rimed in rune-burnished brass. Embedded with a tiny sunstone—designed by Mira to refract hostile scrying and elemental grit.

While within 10 ft of an activated Warding Lens, creatures gain +1 to AC against ranged attacks made through sandstorms or dust clouds. Additionally, grants advantage on saving throws against divination spells that target the bearer (DM adjudicates). Requires attunement.

Jar of salve infused with crushed desert herbs and sunglass — staunches bleeding and soothes grit-burn.

Heal 2 HPApplies to small wounds: stabilizes a dying creature automatically and restores 2 HP when applied (usable once).

A palm-sized sphere of fused glass and hammered steel, engraved with interlaced protective runes. Used to ward tents, caravans, or small shrines against wandering elemental sand and lesser curses.

When set in place and activated, creates a protective ward over a 20-foot radius for 24 hours that grants creatures inside advantage on saving throws vs. environmental effects (sandstorms, extreme heat) and +1 to saving throws vs. necromancy/curse effects from minor sources. Recharge: 7 days. Requires attunement by a spellcaster or artificer to attune properly.

A compact, collapsible spyglass of layered lenses and brass, enchanted with sun-etchings to cut glare.

Provides advantage on Wisdom (Perception) checks at long range in bright conditions and negates disadvantage from sun-glare. In sandstorms it grants +2 to spot movement through blowing sand.
Armor2

Brass-rimmed goggles with layered glass panes etched with runes — reduce glare and keep ocular pathways clear of blowing grit.

Wearer gains advantage on Constitution saving throws to resist exhaustion from heat and on Wisdom (Perception — sight) checks in sandstorms.

A lightweight cloak woven from treated desert silk. Colors shift subtly to match sand and sky when drawn up.

AC +1While wearing the cloak and in desert or dry open terrain, the wearer has advantage on Dexterity (Stealth) checks to hide in sand and can attempt to hide even when lightly obscured by blowing sand. Requires attunement.
Potions1

A small phial of rosy liquid that heals minor wounds.

Heal 8 HPHeals HP when consumed (standard Potion of Healing).
Weapons1

A well-balanced shortsword with a glass-inlaid pommel and a thin sunforged edge. Useful as both tool and weapon for desert scouts.

The blade sheds dim light in a 5 ft radius when drawn. The edge is slightly resistant to sand dulling: does not suffer penalties from grit.
MI

Mira Zahir

HumanArtificer (Battle Smith)Lvl 7

Shop Atmosphere

Mira hums a desert lullaby when crafting; she insists every purchase includes a pinch of 'sun-glaze' powdered glass as a blessing. She hates the word 'expensive' and will offer a spare trinket (usually a tiny glass sun bead) with every sale over 100 gp. If customers swap a broken glass item for repair, she offers a 10% discount if they tell her a story from the road.
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