Velvet Hex Emporium

Est. 2026 Tiefling Wizard

Velvet Hex Emporium

The shop smells of ink, ozone, and dried lavender. Every item is displayed under flawless glass except one on a velvet pillow that changes its position overnigh...

YS

Shopkeeper

Ysadora Vex, a Tiefling Wizard (Lvl 12)

Keeper's Species

Tiefling

7 Misc2 Armor1 Weapons1 PotionsEst. 85.5k gp

Shop Inventory

(11)
Miscellaneous7

A velvet cap with shifting embroidery that perfectly frames any face you choose. It looks immaculate and smells faintly of rosewater.

While wearing, you can cast disguise self at will. Curse: Once you cast disguise self using the hat, you become reluctant to end that persona. You must succeed on a Wisdom save to end the disguise voluntarily within 24 hours or you remain under the illusory persona and suffer disadvantage on Charisma checks when the persona would conflict with your true self. Attunement cannot be ended while the wearer is under the penalty without remove curse or a similar magic.

A band of warm metal etched with tiny glyphs that glow faintly when a spell is placed within. It fits perfectly and seems to murmur.

Spells can be cast into the ring and stored for later use. Curse: while attuned the ring occasionally echoes a stored spell. Whenever a spell is cast from the ring, roll a d6. On a 1 the ring echoes and immediately casts a random 1st-level spell stored (if any) centered on the wearer with no save and no control; on a 2-3 the ring keeps one level of stored spell permanently (the spell is expended and cannot be recovered). The ring cannot be removed by the wearer without a remove curse or dispel magic while any spells remain stored.

A pale rose-colored gem that, when tossed, settles into a perfect orbit around the head. It feels cold to the touch and hums faintly.

AC +1Grants bonus to AC while orbiting. Curse: the stone whispers names, secrets, and riddles into the wearer's mind. The wearer has disadvantage on Wisdom saving throws and may randomly speak aloud a secret once per hour (GM decides content). Removing the stone requires a remove curse or forcing it from orbit by successful grapple or attack (AC 20).

A slim leather-bound book whose pages are always lightly dusted with faint, moving script. The binding is stamped with the faint silhouette of an eye.

Once per long rest you may open the tome and copy a single 1st- or 2nd-level wizard or sorcerer spell you do not already know into your spellbook or known spells without expending time or material components. Curse: the tome is bound to its owner. Once you copy a spell from it you must succeed on a Wisdom save or be compelled to cast that spell once within the next 7 days when an appropriate trigger occurs. The tome resists being sold or given away: attempts to transfer ownership by normal means cause the book to go mute, require a remove curse or greater restoration to finalize a transfer, or vanish and reappear on the original buyer's shelf.

A teardrop crystal on a heavy silver chain. When you hold it you feel a faint pulse like a heartbeat.

When used as a spellcasting focus by a sorcerer, once per day you regain 1 sorcery point. Curse: each time the pendant grants a sorcery point it siphons a small portion of the wearer's life. The wearer must succeed on a Constitution save or take necrotic damage that cannot be healed until the next long rest. The pendant binds to its wearer; remove curse required to discard while attuned.

A tiny, exquisitely carved fox in polished jet stone. When invoked it glows with a faint blue light and emits a single soft chirp.

Once per short rest you may activate the figurine to summon a spectral familiar that obeys simple commands for 1 hour. The familiar can deliver touch-range spells and scout. Curse: the familiar forms a psychic link to the summoner. While the familiar exists, the summoner receives fragmented dreams; on a failed Wisdom save after the familiar returns, the summoner loses one prepared spell of 1st level (the spell is not lost permanently but cannot be prepared again until a long rest plus a successful Arcana check). The figurine will not surrender itself willingly while attuned.

A smoky quartz with wires of gold threaded through it. It thrums faintly when you concentrate and seems to accept a name if you whisper one.

Once per long rest you may place one of your prepared spells of 3rd level or lower into the crystal. That spell is held and can be cast later as if prepared, consuming the stored charge. Curse: each time the crystal uses a stored spell there is a 20% chance it inverts the spell's target, affecting the caster or an ally instead of the intended target. Additionally, once attuned the crystal slowly bonds: the attuned caster gains vulnerability to psychic damage while carrying the crystal until a remove curse is performed.
Armor2

A beautifully woven cloak that seems to blur the air around it. Its lining is stitched with tiny runes that move when you look away.

AC +2Grants the effect of Cloak of Displacement: creatures have disadvantage on attack rolls against you. Curse: when you take damage three times while attuned, the cloak's illusion anchors you to the fabric. The cloak cannot be removed by mundane means and imposes a compulsion to seek out places of shadow; remove curse or dispel magic required to end attunement. While bound, the wearer has a 10% chance at the start of each turn to be momentarily shifted to the ethereal fringes, causing confusion: the wearer cannot take reactions that round.

An exquisite robe of black silk stitched with silver glyphs. It seems to drink light around it while revealing runes that swirl when studied.

AC +15All the normal benefits of a Robe of the Archmagi. Curse: this robe was sewn with a shadow-thread tied to a long-lost archmage's will. While attuned, the robe exerts subtle influence: at the end of each long rest roll a d10. On a roll of 1-3 the robe imprints an obsessive directive on the wearer related to arcane research (a quest to recover a specific type of relic or repeat a dangerous experiment). The wearer gains a -1 penalty to Wisdom and Charisma saving throws until the directive is satisfied or a remove curse is used. The robe also will not allow attunement to be ended except by a remove curse or a wish spell.
Weapons1

A slender crystal-tipped wand whose surface is veined with black silver. It hums softly when near a spellcaster's hand.

Atk You gain +1 to spell attack rolls and ignore half cover when making a spell attack. Curse: once per day, when you roll a natural 1 on a spell attack or fail a spell attack by 5 or more, the wand lashes out and steals a prepared 1st-level spell from the wielder, storing it in the wand. The stolen spell is lost until the next long rest or until a remove curse is cast; the wielder cannot retrieve that prepared spell while it is stored. The wand refuses to be willingly surrendered while attuned.
Potions1

A glass vial of bright, honey-tinged red liquid sealed with a silver cap. It feels warm when held.

Heal 14 HPRestores hit points when consumed. Curse: the potion heals as normal but leaves a lingering craving for arcane ink; the drinker gains a persistent minor compulsion to scribe arcane notes or mark nearby books for days. During this time the drinker takes a -1 penalty to concentration checks if they are interrupted while writing; remove curse ends the compulsion early.
YS

Ysadora Vex

TieflingWizardLvl 12

Shop Atmosphere

The shop smells of ink, ozone, and dried lavender. Every item is displayed under flawless glass except one on a velvet pillow that changes its position overnight. The shopkeeper insists that each purchase be registered in a ledger bound with a silver lock; the ledger occasionally annotates purchases with cryptic margin notes the buyer later remembers as dreams.
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