The Celestial Nock

Est. 2025 Aasimar (Protector) Ranger

The Celestial Nock

Shop & Owner: "The Celestial Nock" is a narrow, skylit workshop wedged between a candle-smith and a star-templar shrine. Shafts hang like a tiny constellation f...

SE

Shopkeeper

Seraphine Lucelure, a Aasimar (Protector) Ranger (Lvl 6)

Keeper's Species

Aasimar (Protector)

1 Misc3 Misc1 Misc3 Misc1 Misc1 Misc1 Misc1 Misc1 MiscEst. 11.5k gp

Shop Inventory

(13)
Miscellaneous1

Twenty hand-cut cedar shafts with simple turkey-feather fletching — the staple of any archer's quiver.

None
Miscellaneous3

Reinforced leather, star-stamped mouth so arrows don't catch — a favorite among town guards and pilgrim rangers.

None

A small pouch of iridescent feathers, each bristling with a warm inner light.

When used to fletch, grants the arrow the 'luminous' trait (sheds dim light) for 24 hours or until fired.

Sealing Oil (1 vial) — used to protect arrow shafts and glue fletchings.

Helps preserve flight and prevents fletch slippage in wet conditions for a season of travel.
Miscellaneous1

A compact woodcarver's set tailored for fletching and minor repairs.

Using these tools, a craftsman can produce arrows as part of a long rest (up to ~20 arrows).
Miscellaneous3

A gleaming shaft with a faint runic sheen — a +1 arrow, favored for reliable extra punch.

Atk Grants +1 to attack and damage rolls when used as ammunition. (Magic ammunition loses its magic after it hits a creature.)

A finely tempered arrow, humming faintly with stored power.

Atk Grants +2 to attack and damage rolls when used as ammunition.

A masterwork arrow crackling with arcane might — the sort of thing only wealthy patrons or treasure hoards provide.

Atk Grants +3 to attack and damage rolls when used as ammunition.
Miscellaneous1

A black-shafted, obsidian-tipped arrow etched with sigils — made for a singular prey (examples: 'of dragon slaying', 'of fiend slaying').

If the arrow hits a creature of its designated type, that creature must make a Constitution save or take substantial extra piercing damage (very large damage dice); half on a success.
Miscellaneous1

Ten arrows carefully plated along their heads with pure silver for dealing with creatures susceptible to silver.

Counts as silvered ammunition (useful to bypass resistances/immunities where silver applies).
Miscellaneous1

A slender shaft tipped with a tip of pale silver and a fletch of starlight — Seraphine's signature 'Starlight Arrow'.

Atk On hit deals an extra radiant damage; the shaft glows faintly while held and sheds dim light (5 ft) until fired.
Miscellaneous1

A bundle of five gold-fletched arrows whose feathers catch and hold light like dawn.

On hit the struck area is briefly illuminated (dim light, 1 minute); favored for hunting creatures in darkness or for signaling.
Miscellaneous1

Custom Fletching Service — bring wood and feathers or buy materials here; typical turnaround is a short rest for a small batch.

Service: 2 sp per arrow (standard wooden), 5 sp per arrow (fine/ceremonial). Fast jobs cost extra.
SE

Seraphine Lucelure

Aasimar (Protector)RangerLvl 6

Shop Atmosphere

Shop & Owner: "The Celestial Nock" is a narrow, skylit workshop wedged between a candle-smith and a star-templar shrine. Shafts hang like a tiny constellation from the rafters; the floorboards are stamped with concentric star patterns to steady arrows for fletching. Silvered and starlit fletches glow faintly at dusk. The proprietor, Seraphine Lucelure, is an aasimar ranger (level 6) who speaks in soft, bright metaphors and waters her feathers with holy water before midnight fletching. She offers quiet counsel about prey and points out hidden constellations to customers while she measures draw lengths. Setting notes and canonical references (5e): basic ammunition pricing and tool properties follow standard 5e equipment rulings: 20 arrows cost 1 gp. citeturn1search3 Woodcarver's tools can be used to craft arrows and are the appropriate artisan toolset for a fletcher. citeturn3search8 Magic ammunition and example priced ammunition entries (Arrow +1, +2, +3, arrow of slaying) are listed in 5e reference material and DMG/XGtE summaries — prices shown in this shop (Arrow +1 at ~30 gp, +2 at ~120 gp, +3 at ~500 gp, Arrow of Slaying at ~600 gp per arrow) are derived from those consolidated tables. Note: once magical ammunition hits a target it typically loses its magic. citeturn0search0turn4search0 Service quirk: Seraphine will silver up to ten pieces of ammunition for a flat fee (useful against creatures where silver matters). The listed price for silvering ten pieces is the standard service cost in 5e references. citeturn5search3 Personality quirk: Seraphine hums an old star-song while working; ask for a 'star-mark' on an arrow and she'll carve a tiny, luck-tinged rune into the shaft for free (good for roleplay — mechanical effect by DM fiat).
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