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# The Quiet Quiver ## The Store Are you tired of the Wizard having all the tricks up their sleves? Welcome to The Quiet Quiver, where your business is none of my business. Enjoy custom arrows and weapons tailored to your weirdly specific and nefarious needs. ## Catalogue ### Standard Supply |
Name
| Price |:---:|:-----------:|:-----------:|:-----------:| | *Shatter Arrow* | 1 gp | *Barbed Arrow* | 1 gp | *Signaling Arrow* | 9 gp | *BangShot Arrow* | 30gp | *Serrated Arrow* | 50 gp | *Pack-a-Punch Arrow* | 75 gp | *Hammerhead Arrow* | 100 gp | *Reinforcement Arrow* | 800 gp ### Special Arrows |
Name
| Price |:---:|:-----------:|:-----------:|:-----------:| | *Explosive Arrow* | 250 gp | *Fire Wall Arrow* | 300 gp | *Stinkcloud Arrow* | 250 gp | *Blink Arrow* | 250 gp | *Darkness Arrow* | 200 gp | *Sleep Arrow* | 150 gp | *Message Arrow* | 100 gp | *Stealth Arrow* | 50 gp | *Homing Arrow* | 200 gp | *Frozen Arrow* | 100 gp | *Forest Arrow* | 150 gp
\columnbreak ### Custom Arrows Want something special to make someones day extra miserable? Select from the components and really give that arrow an extra kick. #### Arrow Head |
Name
| Price |:---:|:-----------:|:-----------:|:-----------:| | *Blunt* | +10 gp | *Broadhead* | +40 gp | *Splintered* | +25 gp | *Serrated* | +35 gp | *Clustered* | +30 gp | *Vial Tipped* | +100 gp #### Arrow Shaft |
Name
| Price |:---:|:-----------:|:-----------:|:-----------:| | *Wood* | Free | *Bone* | +10 gp | *Gold* | +50 gp #### Arrow Fletching |
Name
| Price |:---:|:-----------:|:-----------:|:-----------:| | *Feather* | Free | *Screecher* | +10 gp | *Tracer* | +20 gp \pagebreakNum ## Catalog ### Standard Supply ##### Shatter Arrow *Weapon (arrow), common* When you hit a creature with a shatter arrow, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, the ammunition is destroyed. ##### Barbed Arrow *Weapon (arrow), common* This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow takes 1 point of piercing damage at the beginning of its turn until it uses its action to pull the arrow free. Once pulled free of the wound, the ammunition is destroyed ##### Signaling Arrow *Weapon (arrow), common* This arrow is meant to be fired upwards into the air. It will leave a trail of glittering, colored smoke (any color is possible and is revealed by the color of the arrow’s fletching). Once it reaches a height of 300 feet, it will explode into a sphere of light. If used to attack, it is treated as a normal arrow and has no other effects. ##### Hammerhead Arrow *Weapon (arrow), uncommon* This solid metal sphere is heavy as hell. The user must take a -2 to attack, but the arrow deals bludgeoning damage and the creature hit with this arrow must make a DC 13 Constitution saving throw or be stunned until the beginning of it's next turn. Once stunned the target cannot be stunned again for 1d4 rounds. ##### Serrated Arrow *Arrow (head), uncommon* This nasty arrow is designed to rip and tear into the creature it hits. When hit by this arrow the target must make a DC 14 Constitution saving throw or take an additional 1d4 every 5ft the creature moves on it's next 1d4 turns. The target may spend it's action removing the Arrow Head to end the effect early. ##### BangShot Arrow *Weapon (arrow), common* This arrow contains a rounded crackling stone instead of a proper head, and does not deal direct damage. On a hit, each creature within a 15-foot radius of the target must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d4 thunder damage and is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \columnbreak ##### Pack-a-Punch Arrow *Weapon (arrow), common* This arrow has a rounded metal head in the shape of a fist, this does an additional 1d4 damage and always deals non-lethal bludgeoning damage. Say hello to my fist! ##### Reinforcement Arrow *Weapon (arrow), common* This arrow contains a small yellow gem for a head and does not do direct damage. When a creature or object is hit with this arrow, an Earth elemental is summoned as if you had cast the Conjure Elemental spell and the ammunition is destroyed. ### Special Arrows ##### Explosive Arrow *Weapon (arrow), uncommon* This arrow tip glows red hot. When hit with this arrow, the creature an all creatures within 20 feet of the target must make a DC 15 Dexterity saving throw or take 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. ##### Fire Wall Arrow *Weapon (arrow), uncommon* This arrow when fired creates a wall of fire on a solid surface in a straight line towards a target creature, you do not need to roll to hit. The wall is up to 60 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. One side of the wall (determined by the handedness of the archer), deals 3d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The arrow itself does not deal direct damage and cannot be recovered once fired. ##### Message Arrow *Weapon (arrow), uncommon* The user may whisper a message before firing and if the arrow hits, the attacker can send a message to the target as per the Message cantrip. If the arrow misses the message is lost. The arrow does normal damage. Once fired the arrow becomes a non-magical arrow. Fire quips at your enemies! ##### Blink Arrow *Weapon (arrow), uncommon* After this arrow flies 10 feet it shifts into the etheral plane. 2 feet before its path would cross a creature it shifts back into the material plane. The arrow does normal damage. This arrow cannot be recovered. \pagebreak ##### Darkness Arrow *Weapon (arrow), uncommon* This arrow contains one use of the Darkness spell. Once used the arrow becomes a non-magical arrow. ##### Stinkcloud Arrow *Weapon (arrow), uncommon* This arrow contains one use of the Stinking Cloud spell. Once used the arrow becomes a non-magical arrow. The DC of this spell is 13. ##### Sleep Arrow *Weapon (arrow), uncommon* This arrow contains a chemical reaction and creates similar effect as one use of the Sleep spell on the hit creature. The arrow does no damage. Once used the ammunition is destroyed. ##### Stealth Arrow *Weapon (arrow), uncommon* This arrow will do normal damage but decompose 5 seconds after impact. ##### Homing Arrow *Weapon (arrow), uncommon* This arrow seems to have a mind of it's own. When you whisper the word “seek” and fire this arrow, it seeks out a target of your choice you have seen within 120 feet of you. If the target isn’t within range or if there is no clear path to it, the arrow falls to the ground, its magic spent and wasted. Otherwise, the arrow will fly through the air to hit the target. The arrow can pass through openings as narrow as 1 inch wide and can change direction to fly around corners. When the arrow reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. Once fired the arrow becomes a normal arrow. ##### Frozen Arrow *Weapon (arrow), uncommon* When a creature is struck with this arrow, it must succeed on a DC 13 Constitution saving throw or its movement speed is reduced by 10 feet until the end of its next turn. ##### Forest Arrow *Weapon (arrow), uncommon* When this arrow strikes a creature or object, the wielder can choose to cast Entangle centered on the point of impact. The save DC for this spell is 13.
\pagebreakNum ## Custom Arrows Pick a Arrow head, shaft and fletching to make something really uniquely you. ### Arrow Heads ##### Blunt *Arrow (head), uncommon* This Arrow Head causes bludgeoning damage instead of piercing damage. Additionally a user may choose to do nonlethal damage instead. ##### Broadhead *Arrow (head), uncommon* This Arrow Head causes slashing damage instead of piercing damage. Additionally once hit with this Arrow Head a target must make a DC 15 Constitution saving throw or take an additional 2d4 damage for 1d4 rounds. The target may spend it's action removing the Arrow Head to end the effect early. ##### Splintered *Arrow (head), uncommon* When you hit a creature with a Splintered Arrow Head, it explodes into shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. When purchasing the Arrow Head you may spend an extra 10gp to add an additional shard dealing an extra 1d4 damage and increasing the DC by 1 with a -1 penalty to attack per 1d4 added (up to a maximum of 5d4 with a -5 penalty with a DC 17). Once it explodes, the ammunition is destroyed. ##### Serrated *Arrow (head), uncommon* This arrow head is designed to rip and tear into the creature it hits. When hit by this Arrow Head the target must make a DC 14 Constitution saving throw or take an additional 1d4 damage every 5ft the creature moves on it's next 1d4 turns. The target may spend it's action removing the Arrow Head to end the effect early. ##### Clustered *Arrow (head), uncommon* This contraption is for those who don't know what they want to do to someone, they just know they want it to hurt. Select two Arrow Heads to attach to this contraption and the arrow will do the damage of both Arrow Heads at a cost of -2 to attack. For an additional 10gp each you may select up to an additional two Arrow Heads at a -2 penalty to attack per Arrow Head. The target may spend it's action to remove 1d4 Arrow Heads to end the effect early. ##### Vial Tipped *Arrow (head), uncommon* These Arrow heads are actually vials sealed with a slimy substance that allows a normal arrow head to be placed through it. These Arrow Heads can be loaded beforehand. Liquids and Poisons contained in these Arrow Heads are considered to be in vials and do not dry up within a minute. ### Arrow Shaft ##### Wood *Arrow (shaft), uncommon* Just a typical Arrow Shaft, no special features. ##### Bone *Arrow (shaft), uncommon* This hollow Arrow Shaft is incredibly quiet and hard to tell where it came from. The user gains an extra 1d4 on any Stealth checks to hide immediately after firing this arrow. Once fired this brittle arrow cannot be recovered. ##### Gold *Arrow (shaft), uncommon* This Arrow Shaft tells a target you're rolling in cash and their life means less to you than the gold this arrow cost. ### Arrow Fletching ##### Feather *Arrow (fletching), uncommon* Just a typical Arrow Fletching, no special features. ##### Screecher *Arrow (fletching), uncommon* This tail is carved in such a way that a piercing screech rings out along the path it's fired. Creatures up to 100ft away from the arrows trajectory gain advantage on perception checks to hear this arrow being fired. ##### Tracer *Arrow (fletching), uncommon* This tail when fired creates a sparking chemical reaction and starts to glow. The user gains advantage on survival checks to track any target hit with this arrow for 1 minute. The creature may spend it's action removing the arrow to end the effect early.