Nocturne Foundry & Armory

Est. 2025 Human Artificer (Armorer)

Nocturne Foundry & Armory

Only opens at night, when the harbor's neon and gaslight paint the docks electric blue and violet. The shop's exterior is a hanging maze of colored lanterns; in...

EV

Shopkeeper

Evangeline "Neon" Voss, a Human Artificer (Armorer) (Lvl 12)

Keeper's Species

Human

8 Weapons2 Armor2 Potions5 MiscEst. 40.3k gp

Shop Inventory

(17)
Weapons8

A well-balanced longsteel blade, edge kept razor-fine and trimmed with brass filigree that catches the neon glow.

Sturdy construction; holds edge longer in salty port air.

Light, wickedly thin blade used for precision strikes and shipboard work. Tip serrated for cutting rope and nets.

Small slot for a micro-ceramic luminous strip (sold separately).

A hand-and-a-half crossbow reinforced with alloyed bolts—good for catching sail-mounted targets.

Takes an Action to reload; stronger stock reduces misfires from sea spray.

A compact hand weapon that fires a condensed arc of electricity. Rare on strict lands, common in port-slums and ship-decks.

Uses Arc Cells to fire (one cell per shot); loud without muffling. Range 30/90 ft.

A finely balanced +1 longsword; runes etched along the fuller pulse faintly in whichever color the shop lights are set to.

Atk Emits dim colored light in a 10-ft radius while drawn. Once per short rest, when striking undead, the wielder deals an extra radiant damage.

A compact repeater crossbow that cycles arc-charged bolts. Forged with heat-black steel and neon inlays.

Atk Holds 6 shots before a long reload. Uses Arc Cells to recharge. Once per short rest the wielder can expend 3 shots to unleash an incendiary burst dealing an extra fire to the target.

A slim blade woven with filaments of soulwire that sing when drawn. The neon along the spine flashes like a heartbeat.

Atk On a critical hit, deals an extra psychic damage. While attuned, the rapier grants a bonus to attack and damage rolls with the weapon.

Experimental edge: an ethereal-looking sword whose blade is outlined in cold neon and seems to phase at the edges.

Atk On a hit, once per short rest the wielder can force the target to take an additional necrotic damage (the blade temporarily phases into the target). Counts as magical. Attunement required.
Armor2

A lightweight buckler of etched alloys and iridescent glass; it refracts neon into shifting patterns.

AC +1Grants +1 to AC while wielded. Once per long rest, the bearer can activate the shield to gain advantage on saves against charmed effects for 1 minute.

A cloak woven with micro-prisms. In dim or colored light it seems to blur the wearer's outline.

Grants +1 to Dexterity (Stealth) checks while in dim light, urban neon, or at night. The effect does not function in bright daylight.
Potions2

A small vial of ruby liquid that warms to the touch and briefly glows when uncorked.

Heal 7 HP

A larger flask of golden serum whose bubbles seem to rise in slow motion under neon light.

Heal 14 HP
Miscellaneous5

A small crystalline power cell used to charge arc-based weapons; fragile but reliable for one discharge.

Powers one shot for arc weapons (Bolta-Pistol, Cindercoil, etc.).

Crossbow bolts tipped with phosphorescent resin; they streak colored light and leave a faint trail in the dark.

Against undead or constructs, deals an extra radiant damage on hit.

A kit of stones, oils, files and micro-torches. Keeps blades and arc-contacts functioning in salt-spray conditions.

Provides advantage on checks to maintain or repair weapons and light armor during downtime.

Cosmetic and protective service: edge polishing, rustproofing, and the addition of a thin neon inlay along the blade.

Neon etch adds no mechanical bonus but counts as exotic appearance; polishing reduces a weapon's long-term wear.

A dubious modification for projectile and arc weapons. Reduces report and electrostatic trail for a limited time.

When installed, reduces loudness of shots (DM adjudicates). Lasts 24 hours; not legal in many harbor quarters.
EV

Evangeline "Neon" Voss

HumanArtificer (Armorer)Lvl 12

Shop Atmosphere

Only opens at night, when the harbor's neon and gaslight paint the docks electric blue and violet. The shop's exterior is a hanging maze of colored lanterns; inside, every surface glows a different hue. Evangeline only sells certain prototype or high-risk modifications to customers she trusts — she asks for a name, a recommended reference, or a neat trinket from the sea as collateral. She hums a synth-lullaby while she works and keeps a mechanical gull named 'Glo' that perches on the anvil. Prices shift slightly depending on tide (and rumor): a full moon tends to make rarer wares appear. Payment accepted: gold primarily; rare items may be traded for exotic components or favors. Beware: some city-watch precincts prefer you leave black-market mods off your person when walking past the East Quay.
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