
Welcome to Arcane Armory
Where your table's treasure is forged, carried, and fought over — properly.
Arcane Armory is the armory for your D&D campaign: homebrew items your DM forges, characters that carry them, a shared treasury, and party loot where everyone says what they want — all in one place, live for everyone at the table.
Three halls, one armory
Everything in the Armory lives in one of three places.
Campaigns
Your table. A campaign has a roster of players, an Armory of items the DM has revealed, a shared gold pool, and a party-loot table where treasure gets divided.
Once you're inside: Campaigns
Characters
Your adventurers. Each has a full sheet — abilities, equipment, notes — plus an inventory with provenance and a personal gold ledger that records every coin in and out.
Once you're inside: Characters
The Armory
Your campaign's shelf. Weapons, wondrous items, enchantments — you meet them when your DM reveals one, when you buy it here, or when it lands in your pack. Nobody hands you the whole list first.
Once you're inside: your campaign's Armory
Items carry a rarity, colored the same everywhere you meet them: Common · Uncommon · Rare · Epic · Legendary
Meet your guides
Three residents of the Armory, each with their own domain.
Your shop's keeper
Master Brambleforge by default
Every shop your DM opens has a keeper of its own, named and voiced by them. Ask about anything on that counter's shelf and they'll recommend gear that actually fits your character — class, level, and gold on hand — then sell it to you at the shelf's price.
The Quartermaster
Master of Ledgers
Keeps the campaign's books: inventories, the treasury, who owns what and where it came from. When management questions come up, they're his to answer.
Scout
Ranger of the Outside World
Handles everything beyond the Armory's walls: reading characters in from D&D Beyond, deciphering sheet photos and PDFs, and keeping imports in sync.
Look for the coin. A brass coin waits at the edge of every screen — tap it and whichever guide owns that corner of the Armory answers.
Finding your way
Two roads through the Armory — most of us walk both eventually.
Playing at a table
You've been handed an invite, or you're about to be.
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Join a campaign
Accept an invite from your Dashboard or follow a join link from your DM. The link page does it all in one place: make your account, pick a character or make one there — name, class, level, starting gold — and take your seat. Or join benched and bring one later.
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Summon a character
Three doors: forge a new adventurer from scratch, have Scout read one from D&D Beyond, or snap a photo (or PDF) of a paper sheet. You review the draft before anything is saved — inventory comes along too.
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Keep it true
Leveled up on D&D Beyond? Hit Sync on your sheet. Scout shows exactly what changed and waits for your approval — and never touches gear you earned here at the table.
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Spend your gold
In a campaign, walk into the shops your DM has opened. Pay the shelf price, haggle, or try to steal — your DM rules at the table, or, shop by shop, lets the dice decide the moment you ask. Every purchase lands in your gold ledger.
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Claim your share
When treasure drops, it goes to Party Loot. Tap “I want it” or “Pass” on each item for your character. If two of you want the same thing, the DM rolls for it in the open; when the DM gives it to you, it appears in your character's inventory. Sold loot goes into the party's gold pool.
Running the table
You hold the keys to the vault.
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Found a campaign
Create it under Campaigns, then invite your players by email or share a join code. You get the DM Dashboard the moment you're running a table.
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Stock the Armory
Add items from the catalog or forge homebrew of your own. Items stay hidden until you reveal them — and reveals land on your players' screens live, with a little ember flourish.
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Run the treasury
Gift items directly to characters, add gold to the party pool, and pay it out in even shares or any split you choose. Every transaction is written to the Ledger — no "wait, who took the 50 gold?" arguments.
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Preside over loot
Drop treasure into the party pool and see who wants what in real time. Give it with one tap, roll for it when two players want the same thing, give it to someone else when the story demands it, or tag items for sale and pay out the gold in shares you choose.
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Keep the Cheatsheet close
The DM Cheatsheet is a quick rules reference, one click from anywhere — for when the paladin asks something mid-session.
How treasure travels
Either way, the Ledger remembers. Items know where they came from; gold knows where it went.
The gates are open
Every great hoard started with a single coin.