Oblerthar & Heirs Fine Steel
Oblerthar & Heirs Fine Steel
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Arms & Armors
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Rankings
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Goods
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• Fine dwarven arms and armor • Select minor enchantments (Common quality) |
Services
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• Silvering weapons (100gp) • Representing dwarven smiths for commissions (5% of final cost) |
Staff
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• Gundr Oblerthar (proprietor) • Jemninda and Gallorn (assistants; Gundr's children) |
Map
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Gundr Oblerthar and his children Jemninda and Gallorn sell weapons and armaments out of this shop. They are not smiths themselves; instead, they are the brokers for a variety of shield dwarvens guildcrafters in and around Waterdeep. The Oblerthar family (including Gundr's dear wife Dael) live in the apartments above the shop, and they let the other two floors of rooms above that.
Goods
Armor
Oblerthar's sells the following weapon types from the Player's Handbook, with the noted fitting and alteration time necessary:
- Light Armor (1 hour): Studded leather (45gp)
- Medium Armor (1 day): Chain shirt (50gp), scale mail (50gp), breastplate (400gp), half plate (750gp)
- Heavy Armor (2 days): Ring mail (30gp), chain mail (75gp), splint (200gp), plate (1500gp)
- Shields (none): Buckler (5gp), shield (10gp), tower shield (30gp)
Details on the new shields are as follows:
Item | Type | Cost | Armor Class | Strength | Stealth | Weight | Days to Fit |
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Buckler | Shield | 5 gp | +1 | – | – | 4 lb | – |
Tower Shield | Shield | 30 gp | +3 | Str 13 | Disadvantage | 40 lb | – |
- Buckler: This small shield is fitted around the arm and made of metal, wood, or boiled leather. It takes the same time to don and doff as a normal shield (1 action) and a character cannot benefit from a buckler and any other type of shield at the same time. Unlike a shield, a character can still use the hand in which the buckler is equipped. If during a character's turn they use an item with this hand, attack with a weapon in this hand, or attack with a two-handed weapon, then the character does not gain the buckler's bonus to AC until the start of their next turn.
- Attacking with a one-handed weapon or thrown weapon using the buckler hand causes disadvantage on the attack roll. The hand wielding the buckler does not count as a free hand for the purposes of spellcasting, grappling, or unarmed attacks.
- A character proficient with shields is also considered proficient with bucklers. A buckler does not benefit from the rules or abilities that specifically refer to shields, such as the Protection Fighting Style or the Shield Master feat.
- Tower Shield: A huge metal-reinforced shield nearly as tall as its wielder. Donning and doffing the tower shield takes 1 action. A character cannot benefit from a tower shield and any other type of shield at the same time.
- While a tower shield is equipped, its bearer takes disadvantage on all attack rolls due to the off-balancing encumbrance of the shield, unless the weapon has the Light property. A character proficient with both shields and heavy armor is assumed to be proficient with tower shields. All other rules that affect shields still apply to tower shields.
Weapons
Oblerthar's sells the following weapon types from the Player's Handbook:
- Simple Melee: dagger (2gp), greatclub, iron-bound (1gp), handaxe (5gp), javelin, bundle of four (2gp), light hammer (2gp), mace (5gp)
- Simple Ranged: light crossbow (25gp)
- Martial Melee: battleaxe (10gp), greataxe (30gp), greatsword (50gp), longsword (15gp), maul (10gp), shortsword (10gp), war pick (5gp), warhammer (15gp)
- Martial Ranged: heavy crossbow (50gp)
Common Magic Items
In any given tenday, Oblerthar's shop has 2d4-2 examples of Common magic items
General Enchantments
These enchantments can be applied to either armor or weapons.
- Adroit: Bearer gains a +1 bonus to Intelligence saving throws
- Arresting: Bearer may use a reaction to reduce fall damage by 1d6. Must complete a short rest before using this again.
- Beacon: Bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
- Blessed: Bearer gains an additional 1d4 points of healing when they receive divine healing.
- Cartographic: Item records a map of the environments that the bearer is exploring and can magically project a mental map of areas explored into the bearer's mind.
- Defensive: When the bearer takes a Dodge action, they may move an additional 5 feet.
- Delver: While underground, the bearer always knows the item's depth beneath the surface and direction to the nearest staircase, ramp, or other path leading upward.
- Dynamic: Bearer gains a +1 bonus to Charisma saving throws
- Guardian: Item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
- Heroic: Bearer gains advantage on saves against fear.
- Mindful: Bearer gains a +1 bonus on Wisdom saving throws.
- Nimble: Bearer gains a +1 bonus on Dexterity saving throws.
- Reaper's: Bearer gains advantage on death saves.
- Rooted: Any forced movement effect used on the character is reduced by 5 feet.
- Sentinel: Faintly glows when creatures of a certain race are within a 100 foot radius.
- Silent: Bearer gains +1 to Dexterity (Stealth) checks (armor that inflicts disadvantage instead no longer does so).
- Unbroken: Bearer gains a +1 bonus on Constitution saving throws.
- Undertaker's: If the bearer of this item dies, the item immediately casts gentle repose (as with a 2nd level spell slot) on their remains.
- Vigilant: Bearer gains +2 to their passive Perception.
- Vigorous: Bearer gains a +1 bonus on Strength saving throws.
Armor Enchantments
- Astute: It takes half the time to don or doff this armor than normal armor of this type.
- Bloodthirsty: Wearer may spend a hit die to turn this armor into +1 armor for 1d4 rounds.
- Cavernous: Armor is a +1 while in a cave. This effect fades upon leaving the underground, and only returns after completing a long rest underground.
- Civilized: Armor is a +1 armor while in a living urban environment. This effect fades upon leaving the city, and only returns after completing a long rest in a city.
- Climber's: Armor is suited with harnesses, rope, and other climbing tools that renew themselves when the bearer completes a long rest. Wearing this armor is treated as using a climbing kit.
- Crystalline: Armor has pieces of crystal growing on it. It is a +1 armor until the wearer takes a critical hit, at which point the crystal shatters and the effect ends. The crystal regrows when the wearer completes a long rest.
- Deflecting: Armor is a +1 armor against ranged weapon attacks.
- Mage-Killer's: Armor is a +1 armor against spell attacks.
- Precipice: Armor is a +1 armor while in the mountains. This effect fades upon leaving the mountains, and only returns after completing a long rest in the mountains.
- Runic: When the bearer casts a spell, this armor becomes a +1 armor until the end of their next turn.
- Unyielding: When the wearer takes any damage, this armor becomes a +1 armor until the end of the wearer's next turn.
- Vanguard: Armor is a +1 armor against melee weapon attacks.
Weapon Enchantments
- Booming: Bearer may use a bonus action to change the damage type of this weapon to thunder, and its damage roll gains a +1 bonus. Lasts for one minute.
- Caustic: Bearer may use a bonus action to change the damage type of this weapon to acid, and its damage roll gains a +1 bonus. Lasts for one minute.
- Cavernous: Weapon is a +1 while in a cave. This effect fades upon leaving the underground, and only returns after completing a long rest underground.
- Charged: Bearer may use a bonus action to change the damage type of this weapon to lightning, and its damage roll gains a +1 bonus. Lasts for one minute.
- Civilized: Weapon is a +1 weapon while in a living urban environment. This effect fades upon leaving the city, and only returns after completing a long rest in a city.
- Cruel: Bearer may re-roll damage from critical hits scored with this weapon. The second result must be taken.
- Dark: Bearer may use a bonus action to change the damage type of this weapon to necrotic, and its damage roll gains a +1 bonus. Lasts for one minute.
- Disarming: Bearer may choose to forego damage and instead attempt to disarm the target, who must make a Strength or Dexterity save against a DC of (8 + bearer's proficiency bonus + ability bonus used with weapon) or be disarmed. Disarmed weapons land 10' in a random direction.
- Esper: Bearer may use a bonus action to change the damage type of this weapon to psychic, and its damage rolls gain a +1 bonus. Lasts for one minute.
- Frozen: Bearer may use a bonus action to change the damage type of this weapon to cold, and its damage roll gains a +1 bonus. Lasts for one minute.
- Glorious: Bearer may use a bonus action to change the damage type of this weapon to radiant, and its damage roll gains a +1 bonus. Lasts for one minute.
- Parrying: Bearer may use their reaction to gain a +1 AC bonus until the beginning of their next turn.
- Precipice: Weapon is a +1 weapon while in the mountains. This effect fades upon leaving the mountains, and only returns after completing a long rest in the mountains.
- Pulsing: Bearer may use a bonus action to change the damage type of this weapon to force, and its damage roll gains a +1 bonus. Lasts for one minute.
- Runic: When the bearer casts a spell, this weapon becomes a +1 weapon until the end of their next turn.
- Smoldering: Bearer may use a bonus action to change the damage type of this weapon to fire, and its damage roll gains a +1 bonus. Lasts for one minute.
- Venemous: Bearer may use a bonus action to change the damage type of this weapon to poison, and its damage roll gains a +1 bonus. Lasts for one minute.
Services
Silvering Weapons: Oblerthar's offers silvering of weaponry with a single day's turn-around for 100gp.
Commission Representation: Gundr Oblerthar is in contact with a variety of fine dwarven mage- and priest-smiths who are willing to take commissions to create magic items of Uncommon, Rare, and Very Rare qualities. The items that can be commissioned are also noted below.
- Gundar's Cut: Every final price must add an addition 5% for Gundar's cut.
Rarity | Time | Cost | Items |
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Common | 2 tendays | 200 gp | Any Enchantments noted above. |
Uncommon | 1 month | (1d4+3) x 100 gp | Adamantine armor, boots of the winterlands, gauntlets of ogre power, javelin of lightning, mithral armor, sentinel shield, shield +1, weapon +1, weapon of warning |
Rare | 5 months | (1d4+3) x 1000 gp | Armor +1, armor of resistance, arrow-catching shield, belt of hill giant strength, bracers of defense, dragon slayer, flame tongue, giant slayer, iron bands of Bilarro, mace of disruption, mace of smiting, mace of terror, shield +2, sun blade, sword of life stealing, sword of wounding, vicious weapon, weapon +2 |
Very Rare | 16 months | (1d4+3) x 10,000 gp | Animated shield, armor +2, belt of stone giant strength, dwarven plate, dwarven thrower, frost brand, helm of brilliance, rod of alertness, shield +3, spellguard shield, sword of sharpness, weapon +2 |