Nocturne Neon & Opal

Est. 2025 Half-Elf Artificer

Nocturne Neon & Opal

Only opens after sunset and stays open until the eastern pier goes quiet. All glass and metal in the shop is lit by bright, saturated neon strips—magenta, elect...

MA

Shopkeeper

Maris Nocturne, a Half-Elf Artificer (Lvl 12)

Keeper's Species

Half-Elf

12 Misc2 Weapons1 Potions1 ArmorEst. 37.8k gp

Shop Inventory

(16)
Miscellaneous12

A heavy black band with veins of electric blue; the inner rim hums faintly under neon light.

AC +1+1 to AC and +1 to all saving throws while worn (functions as a Ring of Protection).

A teardrop opal set in smoked silver that glows in shifting neon hues.

Once per short rest, grants advantage on Dexterity (Stealth) checks while in dim light or areas lit by colored/neon lights for up to 1 hour.

A deep-red gem that seems to pulse in time with the tides; mounted in a brass compass frame.

Once per day, the wearer can cast create or destroy water (no concentration). While on a vessel, grants advantage on Wisdom (Survival) checks to navigate fog or unfamiliar inlets.

A brass loupe with tiny working gears and a crystal lens that steadies and sharpens whatever you examine.

Grants advantage on checks to appraise gems, determine authenticity, or spot small forgeries for 1 hour. Recharges at dawn.

A palm-sized crystal that splinters light into ribbons of color; its core hums softly.

Emits colored, non-magical light in a 50-foot radius. Once per long rest, the wielder can cast faerie fire (no concentration) centered on the prism.

A locket containing a chipped shard of a sea-sung compass; the needle drifts toward safe harbors.

Once per day, the wearer may gain advantage on Survival and Navigator checks to find safe harbor or a good anchorage for up to 8 hours.

A small garnet that drinks in light; its edges glimmer like a mouth about to speak.

Once per long rest, the wearer can cast darkness centered on themselves (does not require concentration). While the darkness is active, the garnet grants advantage on Stealth checks. If worn in daylight, it dims but does not lose effect.

A chunky green-streaked gem meant to be set into a ship's anchor, hullwork, or helm.

When embedded in a vessel or its anchor, grants advantage on checks to avoid being swept from anchorage in storms and once per long rest can cast gust of wind aimed at sails (range: ship-sized effect).

A gritty, neon-tinted paste for restoring luster to metals and gems.

Fine, corrosion-resistant wire used for settings, chain repairs, and delicate work.

Ten polished beads made from sea glass, dyed and set for necklaces.

A small pouch of matched tiny pearls—good for inlay, trade, or a careful cufflink.

Weapons2

A pair of stud earrings that unfold into thin glasslike blades edged in neon filaments.

Atk When you hit with one of these at night or while in neon-lit areas, the blade can discharge a lightning bolt once per short rest on that hit.

A signet ring whose crest flips into a thin, razorlike blade of refracted light.

Atk On a hit, the wearer may deal an additional radiant damage to constructs or undead (usable once per short rest).
Potions1

A small glass ampoule of viscous, glowing salve that mends flesh with a warmth like sunlight through polluted air.

Heal 14 HPHeals hit points when consumed or applied (equivalent to a potion of greater healing).
Armor1

A decorative brooch that anchors a lightweight cloak threaded with luminescent fibers.

AC +1While the cloak is worn and hooded in dim or neon-lit areas, the wearer has advantage on Dexterity (Stealth) checks.
MA

Maris Nocturne

Half-ElfArtificerLvl 12

Shop Atmosphere

Only opens after sunset and stays open until the eastern pier goes quiet. All glass and metal in the shop is lit by bright, saturated neon strips—magenta, electric teal, and sickly amber—that give the jewelry an otherworldly sheen. Maris plays synth-laced sea shanties on a loop and will assess goods for free the first time a customer visits, provided they buy nothing (or leave a small tip). Bargains are often paid in coin, rare shells, or favors; Maris refuses to sell certain items to city militia or anyone who insists on daylight-only business. The shop has a small backroom safe where particularly valuable or volatile pieces are shown only to trusted customers after a quiet handshake and a whispered password.
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