General Fletcher / Bowyer¶
Shops might have non-listed / officially non-stocked items for sale. Just ask!
Location: Some villages & towns and most cities will have a general Fletcher / Armoury.
Trading Goods: Usually accepted if the traded items are useful to the Fletcher
Every shop rolls for Quality against the Shop Quality Table. This dictates the pricing in the shop and impacts the chance of item availability.
Items for sale¶
| Item | £ (Avg) | Limited Stock | Rural Locale | Urban Locale | Premium Locale |
|---|---|---|---|---|---|
| Weapons | |||||
| Simple Ranged Weapons | |||||
| Crossbow, Light | 25 gp | X | X | X | |
| Shortbow | 25 gp | X | X | X | X |
| Martial Ranged Weapons | |||||
| Crossbow, Hand | 75 gp | X | X | ||
| Crossbow, Heavy | 50 gp | X | X | X | |
| Longbow | 50 gp | X | X | X | X |
| Adventuring Gear | |||||
| Ammunition | |||||
| Arrows (20) | 1 gp | X | X | X | X |
| Crossbow Bolts (20) | 1 gp | X | X | X | |
| Case, Crossbow Bolt | 1 gp | X | X | X | |
| Quiver | 1 gp | X | X | X | X |
| Selection | Items Available | d% |
|---|---|---|
| Fair | Standard items above | 1-50 |
| Moderate | Includes non magical additional arrows below | 51-80 |
| Wide | Includes all arrows below | 81-100 |
Additional Arrow Types¶
DnD has a lot of different weapon types and magic items, but little variety in arrows. Below are some ideas and prices for arrows purchaseable from a retailer.
| Arrow (Qty) | Effect | £ (Avg) |
|---|---|---|
| Normal (20) | Normal | 1 gp |
| Silvered (10) | Silvered | 100 gp |
| Hammerheads (20) | Deals bludgeoning damage. These arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply the stunned effect to the target until the start of your next turn. | 2 gp |
| Broadheads (20) | Deals slashing damage. These arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply a bleeding effect. The target takes 1d4 slashing damage at the end of its next turn unless it uses its bonus action to hold its wound closed (must have a free hand). This effect ends if the target is healed or after 3 turns. | 2gp |
| Corkscrews (20) | More effectively travels through water. As long as the arrow was fired from outside the water, ignores the ranged weapon attack underwater combat rules described on pg.198 of the PHB. | 3 gp |
| Rope arrow (5) | A 25ft rope is attached to the end of this strengthened arrow. | 3 gp |
| Fire Arrows (10) | Open "cage" with flammable material included. Must be ignited before fired to take effect. Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials. | 3 gp |
| Blinding arrows (5) | Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Deals bludgeoning damage. | 3 gp |
| Smoking arrows (5) | Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage. | 3gp |
| SpiderVenom arrows (5) | Exquisitly crafted, needle tipped arrows designed to inject a target with spidervenom. Deals 1d4 poison damage. Automatically misses armoured targets except on crit. Target must make a Con save against (8 + Attackers Proficiency Bonus + Attackers Dexterity modifier) or become incapacitated. Poison resistant or Large+ targets roll Con save with advantage. | 100 gp |
| Poisoncloud arrows (Magical) (5) | On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The cloud lasts for 10 rounds, unless removed by a strong wind. Creatures take 1d4 poison damage on entering the cloud, or 1d4 poison damage on the start of their turn if they are in the cloud. | 50 gp |
| Magefire arrows (Magical) (5) | Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials. | 20gp |
| Explosive arrows (Magical) (5) | These arrows explode on hit. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials. | 50 gp |
| Ice arrows (Magical) (5) | These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throwor suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack). | 50gp |
| Acid arrows (Magical) (5) | On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack). | 50 gp |
| Thunderclap arrows (Magical) (5) | These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15DC con saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. Loose objects are automatically pushed 5ft away. | 50 gp |
| Lightning arrows (Magical) (5) | These arrows cast a streak of lightning in their wake. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage. | 50 gp |
| Mindpiercers (Magical) (5) | On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds. | 50 gp |
| Holy arrows (Magical) (5) | These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. | 50 gp |
| Unholy arrows (Magical) (5) | These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. | 50 gp |