The Gloaming & Grimoire

Est. 2025 Half-elf Warlock (The Raven Queen patron)

The Gloaming & Grimoire

Edrin talks to the shop itself as if it were a patient; the shop's lamps dim slightly when he mentions certain customers. He insists that payment must be placed...

ED

Shopkeeper

Edrin Vale, a Half-elf Warlock (The Raven Queen patron) (Lvl 9)

Keeper's Species

Half-elf

13 Misc2 Potions1 Armor2 WeaponsEst. 12.7k gp

Shop Inventory

(18)
Miscellaneous13

A stubby black candle that, when lit, grants a faint protective hum to a 5-foot radius for 1 hour. Common magical trinket for warding doors and windows.

While burning (1 hour), creatures within 5 ft gain +1 to saving throws against frightened and charm effects.

A small phial of swirling twilight. Useful for rituals or creating zones of dimness.

When broken, creates an area of Magical Darkness in a 10-foot radius for 5 minutes (non-evocable by a simple light spell).

A thin iron ring inlaid with a single mote of glass that seems to contain a tiny heartbeat. Grants protection against fear.

AC +2Wearer gains immunity to the frightened condition and advantage on saving throws to avoid being charmed once per day. Additionally, while worn, the bearer gains +1 to AC (counts as magical).

A slim book of hushes and lullabies used to manipulate dreams and calm the undead.

Once per long rest, a reader can cast Sleep (as 2nd-level) or Spare the Dying (as cantrip) by reading from the tome aloud. Undead in 10 ft who fail a WIS save () are calmed and take -2 to attack rolls for 1 minute.

A lantern whose flame flickers between cold blue and inky black. Useful for revealing spirits and scrying nearby unseen presences.

When lit, sheds normal light in a 30-ft radius and dim light for an additional 30 ft. Invisible creatures within the bright light are outlined faintly in silver. Once per long rest, the bearer can cast Detect Thoughts () centered on the lantern for up to 1 minute.

A brittle scroll written in an ink that seems to absorb light. On use, it casts Banishment (as per 4th-level spell).

Casts Banishment (save ). Single-use. If used on a creature native to the plane of existence of the caster, the effect is shortened but still removes it for 1 minute.

Small vial of sweet-sour scent. Used to cover odors or as a minor distraction.

Sprayed in a 5-ft cone: creatures that inhale must succeed on a CON save or be distracted, granting attackers advantage for 1 round. Lasts for 10 sprays.

A small silk pouch containing pale shimmering dust said to muffle footsteps and cling to spirits.

Sprinkle a pinch to grant silence in a 10-ft radius for 10 minutes (as the Silence spell, but nonmagical and limited). Has a 10% chance to attract a harmless specter curious about the scent.

Paper-thin sigils infused with runic ink. Sticky when applied and glow faintly.

Place a sigil on a door or object to grant +2 to saving throws against possession or being frightened for 24 hours. Sigils are single-use.

A length of rope woven from spider-silk and ghost threads; nearly weightless and tougher than it looks.

Counts as a +0 climbing gear; cannot be affected by mundane wear and rot; once per day, can become intangible for 1 minute allowing one end to pass through thin barriers (<1 inch) while other end remains solid.

A small pouch of charcoal that never fully burns out. Used for rituals and enchanted forges.

Burns for 12 hours producing heat but little light; ideal for ritual components. Does not produce smoke.

An onyx amulet with a tiny silver teardrop. Allows limited communication with spirits.

Once per day, wearer can cast Speak with Dead (as 3rd-level) or commune briefly with a benign spirit for information (DM discretion). The spirit may ask for a favor in return.

A single-use scroll bearing the Detect Magic cantrip.

Casts Detect Magic (as cantrip) for up to 10 minutes. Single-use.
Potions2

A vial of shimmering red liquid. Heals grievous wounds when drunk.

Heal 4 HPHeals hit points (standard D&D 5e Greater Healing)

A dark vial that tastes like chilled mint and rain. Grants the ability to briefly step through shadow.

Upon drinking, you can use a bonus action to teleport up to 30 ft to an unoccupied space you can see that is in dim light or darkness. Lasts for 10 minutes or until used once.
Armor1

A hooded cloak woven with faintly moving black threads. Grants advantage on Stealth checks in dim light or darkness.

AC +1While worn, gain advantage on Dexterity (Stealth) checks made in dim light or darkness. Once per long rest, the wearer can cast Misty Step, leaving a whisper of shadow (DEX save to see exact location).
Weapons2

A knotted ebony wand topped with a small raven charm. Stores minor hexes useful against foes.

Atk Has 7 charges. Spend 1 charge to cast Hex (no concentration required; lasts 1 minute). Spend 2 charges to cast Hold Person (save ). Regains charges at dawn. If reduced to 0 charges, roll a d20: on a 1 the wand crumbles into shadow and smoke.

A slender +1 dagger with a handle carved from polished bone. Delivers a chilling sting that leeches warmth.

Atk On a successful hit, deals an additional cold damage. On a critical hit, target must succeed on a CON save or have disadvantage on their next attack (as blood runs cold).
ED

Edrin Vale

Half-elfWarlock (The Raven Queen patron)Lvl 9

Shop Atmosphere

Edrin talks to the shop itself as if it were a patient; the shop's lamps dim slightly when he mentions certain customers. He insists that payment must be placed on the counter and allowed to 'settle' for a moment before taking it—he claims the Gloaming prefers the feel of fresh coin. He never sells more than two items that could permanently summon or bind a creature to the same buyer in a single day, and will offer a whispered warning if an item resonates too strongly with a purchaser's aura.
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