Gloom & Glow: Nocturnal Arcana

Est. 2025 Tiefling Warlock

Gloom & Glow: Nocturnal Arcana

Open only at night from dusk to the witching hour; the storefront is a black glass alcove that only blooms into life when the streetlights flicker. Inside every...

VE

Shopkeeper

Vesperine Ash, a Tiefling Warlock (Lvl 12)

Keeper's Species

Tiefling

4 Potions1 Weapons2 Armor3 Misc1 Misc4 Misc1 Misc1 Misc2 Misc1 MiscEst. 60.4k gp

Shop Inventory

(20)
Potions4

A vial of pulsing rose-amber liquid. Heals minor wounds; the liquid emits a brief pink neon afterglow when uncorked.

Heal 7 HPRestores hit points when consumed.

A glass phial filled with thick, cobalt liquid that sparkles like broken neon. Heals significant wounds.

Heal 14 HPRestores hit points when consumed.

A heavy vial of deep violet fluid; the neon within seems to swim. A powerful restorative for desperate needs.

Heal 26 HPRestores hit points when consumed.

A syrupy teal concoction that stains lips luminous for an hour. Grants enhanced night vision tuned to neon spectra.

Grants darkvision out to 120 feet (if you already have darkvision, it extends by 60 feet) and allows you to see magical neon traces and glyphs for 8 hours.
Weapons1

A finely balanced rapier with filigree of chromatic glass veins that glow in dim light. Blade hums faintly when foes are near.

Atk In dim light or darkness, on hit deals an extra radiant damage (does not stack with other radiant bonuses). Attunement required.
Armor2

A velvety cloak threaded with threads that absorb and refract neon. Wearer seems to blur at the edges in low light.

AC +1Grants +1 to AC (acts like Cloak of Protection). While in dim light or darkness, advantage on Dexterity (Stealth) checks and advantage on saving throws to avoid being detected by magical light effects.

Quiet leather armor with tiny iridescent studs that refract neon into harmless sparkles.

AC +1Grants +1 to AC (functions as +1 studded leather). Appears to flash faintly when a creature attempts to target you with magic.
Miscellaneous3

A simple band of blackened silver with a sliver of neon-blue glass inset. Warms when danger approaches.

AC +1Grants +1 to AC and saving throws while worn.

Boots with soles of a rubbery black material that leaves temporary neon prints behind.

Your speed isn't reduced by wearing heavy armor, your walking speed becomes at least 30 feet, and you can jump three times the normal distance.

A half-mask lacquered with black chrome and set with tiny neon filigree. When worn in darkness it seems to shift expression.

Grants darkvision 60 ft (if wearer doesn't have it) or extends existing darkvision by 30 ft. While under neon light, you gain advantage on Intimidation checks and on saving throws against being frightened.
Miscellaneous1

A short rod of smoked glass flecked with electric-blue veins. It thrums with stored force.

7 charges. You can expend 1 to cast Magic Missile (1st level), higher charges cast higher-level versions (as DMG wand of magic missiles). Regains charges at dawn.
Miscellaneous4

A rolled wafer of paper inked with a flaming glyph. Useful for a quick, non-prepared blast.

Single-use casting of Fireball (3rd level). Spell fails if the reader's class cannot cast that level.

A slim scroll whose letters shimmer and blur when unrolled.

Single-use casting of Greater Invisibility (4th level).

A frosted scroll; when unrolled, the air around it chills and the glass-bottled lights dim.

Single-use casting of Cone of Cold (5th level).

The parchment crackles like static. A dangerous, high-tier script.

Single-use casting of Disintegrate (6th level).
Miscellaneous1

A thin, metallic collar studded with glass nodes and a lattice of sigil-traces; interfaces with spellcasters and certain devices.

Can store up to two levels worth of spells (e.g., one 2nd-level + one 1st-level, or two 1st-level). Stored spells can be cast through the interface up to once per stored spell. Regains stored spells at dawn. Requires attunement by a spellcaster.
Miscellaneous1

A handheld lantern whose light can be toggled among hundreds of neon hues. The light dances like stained glass.

Produces bright light in a 60-foot radius and dim light for an additional 60 feet. The color can be changed at will; certain colors reveal hidden inks or illusions (DM adjudication).
Miscellaneous2

A small satchel containing glass vials, powdered lumens, sticky inks, and a vial of neon pigment. Useful for spell components and minor alchemy.

Provides components sufficient for low-level spells for a week of normal use; neon pigment can be used to mark runes visible only under neon light.

A palm-sized crystal lattice that stores a small amount of magical energy. Humming with bottled neon-spark.

Holds up to 3 spell points (1st-level equivalents). Can power a spellcasting focus to cast a 1st-level spell once (consumes 1 charge) or recharge a single charge per day.
Miscellaneous1

A syringe-like injector that plants a glowing sigil beneath the skin for short-term magics.

Grants +2 to one skill (user's choice) for 8 hours. The tattoo fades in 24 hours. Nonmagical once faded.
VE

Vesperine Ash

TieflingWarlockLvl 12

Shop Atmosphere

Open only at night from dusk to the witching hour; the storefront is a black glass alcove that only blooms into life when the streetlights flicker. Inside every surface is a riot of brightly colored neon: cyan sigils crawl along the counter, violet smoke coils from incense bowls, and the proprietor keeps a small column of humming mechanical moths that polish items. Vesperine refuses to sell certain high-lethality items to customers without a convincing backstory or proof of intent; bargains are conducted by neon-sign handshake (she waves a small finger-etched rune and the price changes). Accepts coin (pp/gp/sp/cp), rare tech-shards, or exotic components; prices shift slightly depending on the color of the lights that night. Beware: deals struck before the lanterns shift color are binding.
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