Quill & Ash Fletcher

Est. 2025 Half-Elf Ranger

Quill & Ash Fletcher

The shop is a chaotic maze of hanging shafts, curling feather piles, and dusty little glass vials. Harrow keeps a perpetually smoldering brazier whose smoke sti...

HA

Shopkeeper

Harrow 'Quill' Merin, a Half-Elf Ranger (Lvl 7)

Keeper's Species

Half-Elf

12 Misc4 WeaponsEst. 1.6k gp

Shop Inventory

(16)
Miscellaneous12

Hand-cut wooden shafts with simple iron heads and ragged fletching. Cheap, reliable ammunition for hunters and scouts in the waste.

None

A mixed lot of arrows scavenged from caravan wrecks and trading caches. Mixed fletch, mixed quality; cheap and plentiful.

None (some shafts prone to breaking under heavy draw)

Bulky leather quiver with internal bands and waxed lining to keep fletch dry and sand-free.

Holds up to 30 arrows without shifting; retrieving an arrow is a free object interaction.

Iron barbs welded to the head so that targets take additional tearing damage when arrows are pulled free.

If the arrow deals damage and the target subsequently has the arrow removed, treat the removal as causing an extra slashing damage.

A hollowed arrowhead containing powdered soot and a volatile binder. On impact it bursts into thick smoke for cover.

On hit or impact point, creates a 10-foot-radius heavily obscured cloud for 1 minute (wind disperses as normal).

A red-glazed head and soaked fletching — bursts into flame on release and ignites flammable targets.

On a hit, deals additional fire damage. May ignite flammable nonmagical objects not being worn or carried ( to avoid).

Fires a folded net that expands on impact, attempting to snare a Medium or smaller target.

On hit, target must succeed on a Strength saving throw or be restrained until it succeeds on a Strength check to free itself or until freed by help. The net can be cut (AC 10, 5 HP).

A fragile vial-arrow that splashes burning acid on impact; favored by scavengers against armored scav-wolves and rusted constructs.

On hit deals acid damage and may corrode non-magical metal (50% chance to impose -1 to AC from rust for 1 hour on small items).

Harrow will coat ten arrows with a potent scavenger's neurotoxin. Effect lasts until the poison is used or removed.

On a hit, target must succeed on a Constitution saving throw or take poison and be poisoned for 1 minute. Can make another save at end of each of the poisoned creature's turns.

Bone awls, sandpaper, wax, glue, spare fletch, and templates — everything a trained hand needs to repair or craft arrows.

Using this kit gives a bonus to any Intelligence (Tinker's tools) or Dexterity checks made to craft or repair ammunition.

A folding net device used by trackers to catch arrows mid-flight and recover reusable shafts from enemy lines.

When attempting to retrieve fired arrows at short range, grants advantage on a Dexterity (Sleight of Hand) check to catch or retrieve them intact.

Arrows fletched with scavenged feathers and strips of cloth; inconsistent but serviceable in a pinch.

10% chance per arrow to break on a critical hit (DM's discretion); otherwise normal.
Weapons4

A layered-wood shortbow treated with resin to resist sand and moisture. Good for light cavalry and scouts.

Resistant to sand abrasion: disadvantage on checks to repair from sand damage prevented

A well-made longbow for strong draw characters. Composite limbs allow a slightly higher draw weight for powerful shots.

Composite build: users proficient with longbows gain +1 to Strength (Athletics) checks to maintain posture while firing in harsh wind

A rare, faintly smoking longbow hammered from driftwood and tempered ash from the wasteland. Grants increased accuracy and seems to feed on embers.

Atk Weapon is +1 to attack and damage rolls. Once per long rest the wielder may expend a bonus action to cause the next arrow fired to deal an extra fire damage.

A heavy crossbow whose mechanism is sealed against grime and grit — the trigger pack is lined with wax and bronze.

Sealed mechanism reduces chance of jamming in sandstorms: once per day ignore disadvantage on attack rolls caused by grit conditions.
HA

Harrow 'Quill' Merin

Half-ElfRangerLvl 7

Shop Atmosphere

The shop is a chaotic maze of hanging shafts, curling feather piles, and dusty little glass vials. Harrow keeps a perpetually smoldering brazier whose smoke sticks to everything; they always ask customers to hand over any clean cloth or feather found on their person 'for trade' and will barter arrows for favors, information, or a hard-to-find bolt. Despite the clutter, Harrow is meticulous with names and orders—he will remember who ordered which custom head three years later (and quietly demand payment).
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