Tessik's Ragged Rift - Fletcher & Missileworks

Est. 2025 Human Ranger (Horizon Walker / Wastelander)

Tessik's Ragged Rift - Fletcher & Missileworks

The shop is a cluttered lean-to plastered against the rusted carcass of a caravan breaker. Ropes, half-processed shafts, and the smell of resin hang heavy. Tess...

TE

Shopkeeper

Tessik , a Human Ranger (Horizon Walker / Wastelander) (Lvl 9)

Keeper's Species

Human

13 Misc5 WeaponsEst. 29.9k gp

Shop Inventory

(18)
Miscellaneous13

Plain ash shaft, feather fletchings (mixed), flint point. Cheap and dependable for hunting or targets.

None. Standard ammunition for bows.

Ash shafts soaked in resin and baked in the desert sun; pierces hide and light armor better than the standard arrow.

Against creatures wearing non-magical leather or hide armor, treat as to hit (flavor; DM adjudicates).

A serrated barbed head that tears on withdrawal, favored by raiders of the wastes.

When a creature is hit and does not remove the arrow, the arrow imposes a -1 penalty to Strength-based checks until removed. Removal requires an action and Strength check if improvised tools.

A glass vial of weak acid cradled in a hollow bolt; shatters on impact to splash concentrated burn.

Deals acid damage (non-persistent). Effective vs some constructs and soft hides; not effective on heavily plated armor.

A weighted arrow with an oil-glass bulb that bursts into flame on impact. Common in caravan defense.

Target and creatures within 5 feet must make a Dexterity save or catch fire ( fire at start of their turns, douse with action or Dexterity to extinguish).

A battered leather quiver lined with slivers of bone and metal; seems to hold more than it should.

Holds up to 60 arrows or 18 javelins and produces basic wooden arrows on command (up to 20/day). Keeps contents dry and sifted of sand.

A slapped-together quiver with waxed lining and scrap metal rivets, designed to keep sand out of arrows.

Provides advantage on checks to retrieve usable ammunition after a sandstorm or in dusty conditions (DM's call).

Standard forged steel bolts, fletched badly but functional.

None; intended for use with light crossbows.

A small roll of needles, glue made of resin and fat, spare feathers, sandpaper, and awls. Essential for maintaining arrows.

Allows a character proficient with artisan's tools to craft or repair arrows at 1 gp value/hour worth of materials.

A noise-and-fire arrow that emits a bright flare and loud pop on impact; used for alerting caravans and marking positions.

Emits light equivalent to a torch (20 ft bright, 40 ft dim) for 1 minute and a boom audible for 300 ft. Creatures with hearing in 30 ft make Constitution saves or be startled (disadvantage on next attack roll).

A small metal awl enchanted to bond sinew and shaft quickly. Repairs broken arrows and minor wooden components faster.

Grants advantage on toolchecks to repair arrows and bows; repairs a broken arrow in 1 minute or a badly cracked bow for 10 gp in materials and 1 hour.

A fletched arrow with a bone tip and twined rune-wrapping. When fired, it flies true and marks the target briefly.

If the arrow hits, the shooter can spend a bonus action to designate the target; the target is then marked for 1 minute—attack rolls against it have advantage from the shooter only, and the arrow leaves a faint glowing mark only the shooter can see.

A black-fletched arrow with a shaft of woven silver thread. On a successful hit it can momentarily snag a target's limbs.

On hit the target must succeed on a Strength saving throw or be restrained until it uses an action to free itself (escape ). The arrow disintegrates after use.
Weapons5

Rough-hewn composite shortbow whose limbs have been reinforced with scraps of iron and leather; made to survive sand and heat.

Built-in sand-seals slow degradation; advantage on checks to maintain weapon in sandstorm conditions.

Longbow reinforced with metal laminates and a partial sinew backing — draws hard and returns great force; rare in the wastes.

Treats Strength of wielder up to +2 when drawing (DMG: allows heavier draw), useful for heavier arrows.

A rare, magically tempered longbow. It hums faintly with still-air magic; coveted by scouts of caravans.

Atk This bow grants +1 to attack and damage rolls made with it. The bow sheds dim light in a 5-foot radius when held.

A warped stave-piece bound with blackened metal and sigils of wayfinding. Forged from wreckage of a skybroken caravan—Tessik keeps it behind her counter under a tarp.

Atk This is a magical longbow that grants +2 to attack and damage. Once per day on a hit, the wielder can teleport up to 15 feet to an unoccupied space they can see (Horizon-walker style), leaving a spray of dust that deals force to creatures within 5 ft (Dex save for half).

A scavenged heavy crossbow with replaced limb plates and a cleaned string; heavy, reliable, and loud.

Has tether points for desert harness. Slightly slower reload; treat as standard heavy crossbow (requires loading property).
TE

Tessik

HumanRanger (Horizon Walker / Wastelander)Lvl 9

Shop Atmosphere

The shop is a cluttered lean-to plastered against the rusted carcass of a caravan breaker. Ropes, half-processed shafts, and the smell of resin hang heavy. Tessik hums to herself while working; she insists on trying your bowstring tension with a ragged cat-skin glove and will barter for stories and water as eagerly as for coin. She marks damaged or hazardous ammo with a little dab of tar or a small scrap of red cloth. In the wasteland, she accepts trade-ins (salvaged metal, intact broken arrows, rare components) and sometimes offers to teach improvised fletching for 5 gp and a promise to watch your back on the road.
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