The Midnight Grimoire

Est. 2025 Tiefling Wizard (School of Enchantment)

The Midnight Grimoire

The shop opens only at dusk and is tucked behind a bookshop façade. Items for 'open sale' sit on the front shelves; contraband is kept in a locked alcove that r...

MA

Shopkeeper

Marrek Voss, a Tiefling Wizard (School of Enchantment) (Lvl 10)

Keeper's Species

Tiefling

3 Potions13 Misc2 Weapons2 ArmorEst. 46.5k gp

Shop Inventory

(20)
Potions3

A small glass phial with a rosy liquid. Heals wounds when consumed.

Heal 7 HPHeals HP when drunk.

A heavier crystal vial containing a deep crimson solution that knits flesh quickly.

Heal 14 HPHeals HP when consumed.

A clear, vapory potion that causes the drinker to vanish from sight.

Grants invisibility for up to 1 hour or until the drinker attacks or casts a spell.
Miscellaneous13

A singed scroll that releases a classic inferno of arcane flame when used.

Casts Fireball; 20-foot-radius sphere. Targets make a Dex save (DC ~15) for half damage.

A small scroll inscribed with runes that snap the magic from other casters.

Casts Counterspell (3rd-level). Single use to interrupt another spellcaster.

A simple iron ring that seems to make shadows part around it.

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

Leather bracers studded with small, arrow-shaped rattails.

Grants bonus to damage rolls on ranged attacks with a longbow or shortbow when worn.

A palmful of fine grey powder in a sealed vial. Sprinkling it causes vanishing swirls.

When thrown or sprinkled, grants invisibility to creatures touched by it for minutes.

A bronze helm with a polished black lens at the brow. Wearing it makes whispers taste like copper.

Allows wearer to read surface thoughts (telepathy) and send short telepathic messages. Several uses per day.

A small phial of ground diamond dust, the right size and purity to serve as a spell component.

Usable as the material component for Revivify (300 gp). Also useful as a commodity on the black market.

A seemingly ordinary sack whose interior is far larger than its exterior.

Holds up to 500 lb, not exceeding 64 cubic feet. Item retrieval is simple but mishandling alongside extradimensional items is dangerous.

A smoky glass phial that beats faintly when a living creature approaches. Rumored to trap a soul.

Can trap the soul of a creature that dies within 1 minute of the vial being properly prepared and activated. Trapped souls can be negotiated with or used in some necromantic rituals.

A polished black stone set in a silver filigree that grants limited glimpses beyond illusions.

Grants True Seeing for up to 10 minutes per day (can be expended at once or in segments).

A torch that glows perpetually with a warm, smokeless flame that won't be extinguished by wind or water.

Provides constant light (like a torch) without consuming fuel. Heat is minimal and doesn't ignite flammable objects accidentally.

A stitched leather satchel containing common spell components: chalk, feathers, sulfur, iron filings, small mirrors, and bottled salt.

Contains components worth small spells and rituals. Useful for on-the-road casters.

A hand mirror that reflects more than the physical. The reflection lingers a beat too long.

When used to gaze upon yourself, for the next hour you have disadvantage on Insight checks but advantage on Persuasion checks involving your appearance. Occasional whispers can be heard when nobody is near.
Weapons2

A short black wand inlaid with three tiny opals.

7 charges. You can expend 1–3 charges to cast Magic Missile (base casts 1st-level: 3 darts at 1 charge, 4th-level at 2 charges, etc.). Regains charges at dawn. Silent when used.

A well-balanced steel blade etched with runes faintly glowing with a blue sheen.

Atk Magic weapon: +1 to attack and damage rolls.
Armor2

A dark, velvet cloak trimmed with a faint silver script that hums when danger is near.

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

Soft leather boots that muffle the wearer's steps and leave faint leaf prints.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.
MA

Marrek Voss

TieflingWizard (School of Enchantment)Lvl 10

Shop Atmosphere

The shop opens only at dusk and is tucked behind a bookshop façade. Items for 'open sale' sit on the front shelves; contraband is kept in a locked alcove that requires a whispered password and the clinking of three obols. Marrek offers favors in lieu of full payment for select goods and insists on inspecting any ID or guild sigil before completing certain sales. He constantly fiddles with a small glass smoking pipe that emits faint starlight instead of smoke.
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