The Brass & Arcane Armory

Est. 2025 Rock Gnome Artificer (Battle Smith)

The Brass & Arcane Armory

The shop sits at the end of a siphon-street where steam drifts constantly; gears tick in the walls. Brim Voss talks to his tools and will ask prospective buyers...

BR

Shopkeeper

Brim Voss, a Rock Gnome Artificer (Battle Smith) (Lvl 7)

Keeper's Species

Rock Gnome

5 Weapons1 Armor7 Misc2 Potions1 Misc2 MiscEst. 10.5k gp

Shop Inventory

(18)
Weapons5

A finely balanced rapier with filigree of brass and inlaid ley-lines. Functions as a +1 magic weapon.

Atk Counts as magical for overcoming resistance and immunity to nonmagical attacks and damage.

A longsword with a humming clock-spring in the hilt. Servos whisper when the blade is swung.

Atk Once per short rest, on a hit the blade emits a thunderous pulse dealing additional thunder damage and forcing a Constitution save or be deafened until the end of their next turn.

A compact one-handed firearm that fires condensed bolts of lightning from a braided copper coil.

Atk Consumes one Arc Charge per shot. Counts as magical for overcoming resistance. Reload time: 1 minute (or use a 'quick-spring' mod). DM adjudication required for firearm rules in your campaign.

A brass-and-leather repeating crossbow with an internal clockspring and feed magazine for bolts.

Atk Holds up to 3 bolts before requiring a 1-action reload. When used with the included 'quickwind' key, grants +1 to initiative rolls once per short rest.

A short, serrated bayonet that snaps onto rifles, muskets, or long blades. Copper filigree channels sparks safely into a blade edge.

When attached and activated (free action, up to 10 activations per day), deals an extra lightning on a hit. Target must make a Dexterity save or be pushed 5 feet.
Armor1

Studded leather interlaced with thin brass coils and small protective wards. Comfortable, flexible, and subtly humming.

AC +1Provides a bonus to AC in addition to the base studded leather AC. Once per long rest, wearer can activate a 30-ft dimming field that grants half cover vs. ranged attacks for 1 minute.
Miscellaneous7

Brass-rimmed goggles with adjustable lenses and a tiny HUD that highlights gear and runic ink.

Grants darkvision out to 60 feet (if you already have darkvision, increases range by 30 ft). Grants +2 to Investigation checks related to mechanical devices and traps.

A scroll stamped with a tiny brass shield glyph. Single-use; cast Shield (1st-level) from the scroll.

Casting the scroll uses its spell; if your spellcasting ability isn't high enough, the scroll fizzles.

A singed scroll whose script snaps and flares when unfurled. Single-use: Scorching Ray (2nd-level).

Creates three rays of fire; use of the scroll consumes it. Requires successful spell save DC or attack depending on the spell's mechanics.

A leather satchel lined with copper mesh and sealed vials that store crackling energy.

Holds 5 Arc Charges usable by arc weapons or Tesla attachments. Each charge enables one activation/shot. Charges dissipate after 24 hours if not used.

Precision-cut bolts with tiny clockwork tips that stabilize flight and can pierce reinforced plating.

When used in the shop's repeating crossbows, grants to hit on the first bolt each volley. Works as normal ammunition otherwise.

A compact set of gears, tiny hammers, files, and vials used for repairs and small device crafting.

Provides advantage on checks to repair or jury-rig mechanical devices when used by someone proficient with tinker's tools.

A finely crafted kit of gears, a tiny arc core, and an animating rune — assembles into a mechanical familiar (see item notes).

When assembled by a spellcaster or artificer, functions similarly to the Find Familiar spell but as a tiny clockwork construct with resistances to poison. Requires attunement by the owner. DM adjudicates specific familiar abilities.
Potions2

A common red ampoule sealed with a copper cap. Heals minor wounds and mends shallow cuts.

Heal 7 HP

A larger crystalline phial humming faintly with restorative wards.

Heal 14 HP
Miscellaneous1

A polished brass wand with a quartz tip that hums with stored force.

7 charges. You can use an action to expend 1 or more charges to cast Magic Missile (each charge creates a force dart). Regains charges daily at dawn.
Miscellaneous2

Temporary enchantment service: Brim infuses a single nonmagical weapon with a bonus for a day.

Atk Enchantment lasts 24 hours or until discharged in a critical strike (DM's call on 'discharge' if applicable).

A basic repair and calibration service for mechanically complex weapons or small constructs.

Restores a nonmagical item's full functionality and grants +1 to next attack or craft check involving the device if performed by Brim.
BR

Brim Voss

Rock GnomeArtificer (Battle Smith)Lvl 7

Shop Atmosphere

The shop sits at the end of a siphon-street where steam drifts constantly; gears tick in the walls. Brim Voss talks to his tools and will ask prospective buyers to hold an item while he hums — he judges a customer's 'resonance' with an item before selling it. A small clockwork sparrow named 'Tic' flutters about selling small bits (Tic sometimes steals shiny coins). Brim offers a 30-day warranty on mechanical components but insists magical effects are 'subject to arc flux' and may require recalibration (for a fee). He refuses to sell firearms to anyone he suspects of being a hired killer and prefers trade for parts or knowledge on rare arcane engines.
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