Thornquill & Sons — Bespoke Fletching and Arcana Feathers

Est. 2025 Half-elf Ranger

Thornquill & Sons — Bespoke Fletching and Arcana Feathers

Sera whistles in perfect thirds whenever she’s concentrating; she dyes a single feather into her hair for each hard-won monster head her late mentor taught her ...

SE

Shopkeeper

Sera Thornquill, a Half-elf Ranger (Lvl 10)

Keeper's Species

Half-elf

9 Weapons12 MiscEst. 16.3k gp

Shop Inventory

(21)
Weapons9

A hand-carved yew longbow with a reinforced limb and whisper-socket for enchanted arrows. Balanced for powerful, precise shots.

Atk Crafted to accept minor enchantments more easily (DM fiat: +1 magical enchant costs 250 gp less), reduced chance of string break; counts as a 'fine' weapon for social checks and appraisal.

A reinforced composite recurve bow that adds the user’s Strength modifier (up to +2) to damage. Flexible limbs of layered horn and ash.

Allows benefit of a modest Strength bonus to damage (house rule compatible).

A single arrow with a silvery shaft and an obsidian-nibbed head. The shaft hums faintly with imbued transmutation magic.

On hit, the arrow can be activated (free action at impact) to transform into quicksilver and coat the wound, reducing target’s speed by 10 ft for 1 minute unless Con save is made. Can be used once.

A magically guided arrow prized by monster-hunters. It seeks a target the shooter designates.

Atk When fired and the shooter names a creature type (humanoid, undead, beast, giant, etc.), the arrow grants advantage to the attack and ignores up to 5 points of cover for that shot. If the shot misses, the arrow vanishes in a sparkle of dust.

Arrows imbued with captured storm-essence. On a hit, they can release a small burst of lightning.

Atk On hit, deals an extra lightning damage. Targets hit by the lightning must make a Dex save or be pushed 5 feet and knocked prone if they fail by 5 or more. Each arrow is single-use (bundle contains 3).

A reliable recurve bow favored by city militias. Durable, consistent draw weight and quick to string.

A lightweight shortbow for scouts and novices. Easy to handle and quick to draw.

A single crossbow bolt with a small chambered head that detonates on striking a surface, producing a concussive blast.

On hit, also deals thunder to the target and all within 5 feet (Dex save for half). Single-use. Dangerous to load and banned within many city walls.

A finely balanced arrow enchanted to fly back to its shooter after being fired.

Atk When fired, if it misses or the target is killed by the shot, the arrow returns to the shooter’s quiver at the end of the round. Single arrow (not consumable but only one exists per enchantment).
Miscellaneous12

Twenty finely fletched iron-tipped arrows, straight and true. Balanced to match Thornquill bows’ spine ratings.

Thin, hardened-steel heads designed to concentrate force on small points, improving chance to penetrate armor.

On a successful hit, treats target's AC as 1 lower for the attack's damage calculation against medium or heavier armor (DM adjudication), better vs. studded/plate.

Broadhead-style arrows that bite in deep, designed to inflict agonizing wounds. Harder to remove without proper tools.

On a hit, recipient must succeed on a Strength (Athletics) check or take 1 extra bleed damage () at the start of each of their turns until bandaged with a healer's kit (action) or magical healing is applied.

Light shafts with silvery shafting and elegant fletching from enchanted elven geese. Flight is nearly noiseless.

Atk Arrows grant +1 to attack rolls when used with bows. About as quiet as a whisper; impose disadvantage on Perception (hearing) checks to detect the shot's origin in natural environments.

A sturdy leather quiver with 25 tempered-steel bolts, balanced for repeating/crossbows.

A leather roll of finely made tools — awls, files, clamps, spine-measuring caliper, and scentless resin — for building and maintaining bows and arrows.

Grants proficiency advantage (DM discretion) to characters making tools checks to craft or repair ammunition and bows; otherwise functions as a set of artisan's tools.

Cloth-and-leather wraps that, when bound to a bow's limbs and string, dampen snapping and twang — helpful for stealthy shots.

Used as a component before an attack, grants the shooter advantage on Stealth checks to remain hidden after firing and gives disadvantage to Perception checks relying on sound to pinpoint shooter for 1 shot.

Feathers plucked from a magically inclined raptor and ritually treated to carry minor enchantments.

Used as a material component for arrow enchantments: when fletched into an arrow, the next 3 arrows of that batch can each bypass nonmagical camouflage and concealment (functionally ignore disadvantage from targeting hidden creatures).

A decorative brooch made from a single large raptor feather that stabilizes arrow flight when attached to a quiver or sash.

When worn, grants once-per-short-rest ability: the wearer's next bow attack within 1 minute gains advantage and ignores up to 2 points of cover.

A nearly-silent, nearly-indestructible string made from harvested moon-silk. Holds tension far better than hemp.

Strings grant +1 to attack rolls for the bow they are fitted to for one week due to superior tension, and reduce chance of breakage to near zero.

A compact kit containing spare vanes, glue, miniature clamps, and a folding vise for field repairs and basic fletching.

Allows repairing up to 6 arrows in the field with a successful Sleight of Hand or Intelligence (Tinker's tools) check in 1 hour.

A realistic, weighted hawk-feathered decoy that mimics a perched raptor to spook small game or attract predators to chosen locations.

Used to distract or lure beasts; grants advantage on Survival checks to hunt small game when properly deployed.
SE

Sera Thornquill

Half-elfRangerLvl 10

Shop Atmosphere

Sera whistles in perfect thirds whenever she’s concentrating; she dyes a single feather into her hair for each hard-won monster head her late mentor taught her to hunt (you can occasionally find an odd feather in purchases, granting a minor sentimental bonus if the buyer admires the story). She refuses to sell certain brutal arrow types (barbed/expanding) to patrols of city watch without a moral lecture and a signed reason; bargains often include a free lesson in fletching or a shot at the range.
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