Vespera's Neon Nocturne

Est. 2025 Dhampir Warlock (Hexblade)

Vespera's Neon Nocturne

Open only after dusk and until the first pale light of dawn. The shop is a narrow, vertical parlor tucked between club-fronts; its windows are streaked with neo...

MA

Shopkeeper

Madame Nyx Vespera, a Dhampir Warlock (Hexblade) (Lvl 12)

Keeper's Species

Dhampir

3 Potions10 Misc2 Weapons1 ArmorEst. 49.1k gp

Shop Inventory

(16)
Potions3

A glass ampoule that glows faintly rose; restores a small burst of vitality.

Heal 7 HPStandard potion ( HP restored). The liquid briefly stains skin like diluted blood.

A thicker, ruby-hued vial; closes wounds with a warm flush.

Heal 14 HPGreater healing ( HP restored). The potion tastes faintly metallic.

An opalescent bottle banded with thin neon filaments. For near-desperate cases.

Heal 26 HPSuperior healing ( HP restored). The drink leaves a faint, glowing sigil on the drinker's wrist for 24 hours.
Miscellaneous10

A smoked-black vellum scroll written in crimson ink. Single use to cast vampiric touch.

Single-use scroll (Vampiric Touch, 3rd-level). If read by a character who cannot cast the spell, a Arcana check is required to use it safely.

A formal script of bone-and-neon glyphs used to animate the fallen.

Single-use scroll (Animate Dead, 3rd-level). The scroll hums softly when skeletons or corpses are nearby.

A cold, black ring inset with a sliver of mirror-glass that reflects neon like a slashed horizon.

AC +1+1 to AC and saving throws (as Ring of Protection). Additionally, the wearer gains resistance to necrotic damage.

A hand mirror rimmed with chrome and etched neon runes. When held to the face its reflection ripples like liquid blood.

Once per day, the user may attempt a scrying-like effect focused on a creature whose blood the user has tasted (a sip or contact). The mirror grants the effect of the Scrying spell for up to 10 minutes; the target senses a magical aura if they have true sight. Additionally, once per week, the mirror can convert the user's blood into a short (1 round) necrotic shield that grants resistance to one instance of damage.

A short rod of black metal with tiny crimson conduits. Stores arcane necromatic energy used to siphon life.

Has 7 charges. Spend 3 charges to cast Vampiric Touch (no components). Spend 1 charge to cast Chill Touch (1st-level). Regains charges at dawn. If you expend the last charge, roll a d20 — on a 1 the rod becomes inert until recharged with a rare component (costly).

Streamlined lenses framed in chrome that tint the world in electric colors and sharpen sight at night.

Grants darkvision out to 120 feet (if the wearer already has darkvision, range increases by 60 ft). Once per day the wearer can cast See Invisibility (duration 10 minutes).

A calibrated glass flask with internal neon tubes and measuring sigils. Stores and preserves blood and living essence.

Can safely store up to 3 doses of fresh blood (from any humanoid-sized creature). A spellcaster can use one dose as a valid material component for necromancy spells that require 'a vial of blood' or similar. Once per day, a dose can be consumed to grant the consumer 5 temporary hit points and advantage on one Charisma (Intimidation) check for 1 hour.

A vial of bioluminescent ink that glows in chosen neon colors and bonds to skin with minor enchantment.

A skilled tattooist (proficiency required) can use this ink to create glyph-like tattoos that glow in darkness. Once applied, the bearer may activate the tattoo to cast 1st-level Invisibility on themselves (duration 1 minute). Usable once, recharges at dawn.

Thick black candles that burn with bright colored flames (choose neon red, violet, or azure).

Each candle burns for 6 hours and sheds bright, colored light in a 20-foot radius and dim light for an additional 20 feet.

Small, lightweight vials rimed with a silvering that resists corrosion and wards against mundane rot.

Useful for storing reagents, blood samples, or potion dosages. Slightly wards contents from mundane taint (does not affect magical contamination).
Weapons2

A slender +1 dagger with a black-carbon blade and a neon-red vein down the fuller. Prefers shadows.

Atk On a hit, deals an extra necrotic damage. When it deals necrotic damage to a living creature, the wielder regains HP equal to that necrotic damage (max once per turn).

A tapered stake of seasoned wood reinforced with silver and rimed with a glowing neon filament.

Counts as silvered for the purposes of creatures vulnerable to silver. Against undead, deals + radiant damage.
Armor1

A voluminous cloak whose inner lining flashes neon blues, purples, and crimson like a city skyline. It confers bat-like stealth.

While wearing the cloak, the wearer can attempt to Hide even if only lightly obscured. In dim light or darkness, the wearer can use action to fly (40 ft) until the cloak is removed or dismissed. In bright daylight the cloak imposes disadvantage on stealth checks.
MA

Madame Nyx Vespera

DhampirWarlock (Hexblade)Lvl 12

Shop Atmosphere

Open only after dusk and until the first pale light of dawn. The shop is a narrow, vertical parlor tucked between club-fronts; its windows are streaked with neon and stained glass. Inside, every surface casts a different color—violet chandeliers, crimson counters, electric-blue runes — and a low synthwave dirge hums underfoot. Madame Nyx accepts coin, favours, and (for rarer wares) a small 'tithe' of blood or a service rendered. She refuses to haggle loudly; bargains are carried out in whispers beneath a neon moon. The shopkeeper keeps a ledger that records patrons by scent and hue—new customers receive a faint tracking sigil until they make a proper purchase or perform a night-bound ritual.
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