Arcanix Imaginorium

Inventory and pricing

Arcanix Imaginorium is a unique store in Pua’s Midtown that specializes in wondrous magical items that are one-of-a-kind. Any item in the shop is the only one of its kind in Lani, and its owner, a powerful artificer named Zhu, prides himself on coming up with unique ways to meld common items with magical flair.

Current magic item inventory

Traveling Hole Punch

Wondrous Item, RARE, 2500gp

Once per long rest, as an action, you can use this handheld mechanical device to create a 5-ft. hole in any structure or surface. It has a 10 percent chance of opening a portal to another plane (at GM’s discretion)

Hairshirt of Healing

Wondrous Item, RARE, 2500gp
Requires attunement

This article of clothing, used in some religious orders, can be used to facilitate healing through the act of self-harm. As a bonus action, make an attack against yourself. A creature that you can see within 60 ft. heals three times the amount of damage you inflict on yourself.

Marble of Slipping

Wondrous Item, COMMON, 400gp

Once per long rest, this tiny, unassuming glass ball becomes one thousand marbles for just a moment. As an action, you can toss the marble up to 30 ft. and shout its activation phrase (“slippity boppity boom”). Upon impact with the ground the marble creates difficult terrain in a 15-ft. radius for one turn. Any creature entering the area of effect or starting its turn there must succeed on a DC 18 Dexterity saving throw or fall prone, taking 1d8 bludgeoning damage on a failed save. After one turn, the marble returns to its bag and the effect dissipates.

Vest of Solar Power

Wondrous Item, UNCOMMON, 1500gp
Requires attunement

This tasseled buckskin vest features a large yellow beadwork sun on its back and has the ability to transfer the sun’s warming rays into invigorating energy. While wearing this vest in direct sunlight you will rarely tire, and can remove the effects of up to three points of exhaustion.

Chef’s Knife

Wondrous Item, UNCOMMON, 1250gp
Requires attunement

This finely balanced dagger is as sharp as it is deadly and offers +1 to attack and damage roles. Its damage die is 1d8.

Additionally, once per short rest, when the blade hits its target you can speak its command phrase, “Order up”, causing the blade to deal an additional 3d6 slashing +1d6 fire damage as it sears the flesh of its target and creates a delicious-smelling maillard reaction.

Immediate Anchor

Wondrous Item, RARE, 3500gp
Prerequisite: Strength 17

A small, black cast iron anchor on a heavy chain. As an action, you can throw the anchor at a target (living or not). On a successful hit the target takes 2d6 bludgeoning damage and must succeed on a DC 17 Strength saving throw as the chain wraps around them, becoming restrained on a failed save. At the end of the creature’s turn it can attempt to escape by rerolling the save.

As an action, you can speak the Anchor’s command phrase “Anchor’s Away”, and it will exert 4,000 pounds of force toward the earth (or correct gravitational orientation). A creature caught under the anchor’s weight and/or grappled by its chain can make a DC 25 Strength (Athletics) check to push the anchor off themselves for every 100 ft. they fall. When calculating fall damage with the anchor’s weight multiply the number of damage dice by three.

Shades of Night

Wondrous Item, UNCOMMON, 600gp

A pair of shades that can morph into the shape of any glasses their wearer desires. You gain darkvision up to 60 ft. and +2 to Perception. Once per long rest – but only at night – use a bonus action to activate the shades to gain truesight up to 60 ft. for one minute.

Ocarina of Inspiration

Wondrous Item, VERY RARE, 10000gp

An intricately carved instrument made of cedar and bone. Once per day, as an action, make a Charisma (Performance) check with the Ocarina (DC 15*). As the soothing tones of your playing spread out, up to 6 allies that can hear you within a 30-ft. radius gain 1d6 bardic inspiration die. This ability recharges at dawn.

If you roll a natural 20, any creatures (of your choice) within a 30-ft radius centered on you heal 1d4 hit points in addition to gaining inspiration.

If you roll a natural 1, any creatures (including allies) within a 30-ft. radius of you take 1d6 psychic damage instead of inspiration.

Nimble Hand Wraps

Wondrous Item, RARE, 4000gp
Requires attunement

These hand wraps resemble strong, reinforced bandages that strengthen the wrists of the bearer. Once per day (per hand wrap worn) you can manipulate the bandages causing them to whip out to a range of 20 ft. to snag a creature or object and pull yourself toward it. To do so, make a ranged attack. On a successful hit, the bandage wraps around the target before beginning to wind up again, pulling you toward it at high speed. If making an attack against a creature as part of this action, add 1d4 to your unarmed attack against the creature per 5 ft. travelled in this manner (max 4d4). This ability does not trigger if you are within melee range of the creature of if the object/creature is one or more size(s) smaller than you are.

Earth Rumble Boots

Wondrous Item, VERY RARE, 15000gp
Requires attunement

Leather and slate boots molded to look like boulders and clay. Once a day, as an action, you can stomp the earth (must be dirt or stone) to trigger one of the following effects:

Rock Stomp. You cause a boulder in the shape of a 5 ft. cube to rise from the earth, before kicking it at a target of your choice. Make a ranged Strength attack. On a hit the target takes 8d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone.

Sandstorm. Dust and dirt fly up and form a raging 30-ft. tall sandstorm in a 20-ft. radius centered on you for one minute. The storm creates difficult terrain and limits visibility to 2 ft. Any creature starting their turn or entering the sandstorm for the first time must make a DC 13 Constitution saving throw or be blinded. They can repeat the saving throw at the start of their turn.

Earthquake. You cause a small seismic earthquake in a 20-ft. radius centered on you. Any creature caught within the blast radius must make a DC 13 Dexterity saving throw or take 4d6 bludgeoning damage, or half as much on a successful save.

Stampede in a Bottle

Wondrous Item (potion), VERY RARE, 2500gp

Within this bottle swirls a dark smoke that forms into a roiling mass of swiftly moving creatures. As an action, you can uncork this potion and release a stampede of epic proportions, the type of which can be determined by rolling 1d6 on the table below. The stampede moves out of the bottle in a 30-ft. cone on the first turn and on subsequent rounds becomes a 30-ft.-wide line with a movement speed of 40 ft. The stampede lasts for three rounds before disappearing. Any creature caught in the path of the stampede must make a Dexterity or Strength saving throw (target’s choice, DC 17), taking full damage on a failed save or half as much on a successful one.

1d6The stampede is…
1…a herd of cats dealing 6d6 slashing damage
2…a battery of elk dealing 8d10 bludgeoning damage and on a failed save targets are knocked prone.
3…a fleet of bats dealing 8d4 slashing damage and blinded for one turn on a failed save.
4…30-50 feral hogs dealing 8d8 bludgeoning damage and on a failed save affected creatures are carried 15 ft. in the direction of the stampede.
5…a cavalcade of giant spiders dealing 4d6 piercing damage. A creature who fails the first saving throw must make a Constitution saving throw (DC 13). On a failed save, the creature takes an additional 2d6 poison damage and is poisoned.
6…a tornado of sharks dealing 10d6 slashing damage. On a failed save, the affected creature takes an additional 2d6 damage as a shark latches onto a limb.

Create anything

Wondrous Item, VERY RARE, 14000gp

As an action, you can activate this stopwatch and for 60 seconds (10 rounds) a drowsy wizard named Steve appears and can begrudgingly cast one spell during your bonus action (+5, DC 14). The wizard has an AC of 12, 22 hit points and a movement speed of 30 ft. He has the following spells prepared:

Cantrip: firebolt

Level 1 (4 slots): magic missile, disguise self, feather fall

Level 2 (2 slots): scorching ray, darkness

Level 3 (1 slot): fireball

Once this property has been used, it can’t be used again until the following dawn. If your Pocketwatch Wizard is reduced to 0 hit points before their time is up, they will disappear and not return for 1d6 days.

Cloak of Daggers

Armor (cloak), RARE, 1575gp

A shimmering cloak built entirely out of woven blades, this dangerous cape can be a lifesaver, or a potential stab in the back. This cloak gives you a bonus +2 to AC, but disadvantage to any Acrobatics or Athletics skill checks due to the danger of moving while wearing a cloak made of daggers. While wearing the cloak, you can whisper the cloak’s command word, “daggerfall”, as an action and cause all the daggers in the cloak to shoot outward at once. Every creature in a 30-ft. radius sphere centered on you must succeed on a DC 15 Dexterity saving throw or suffer 4d4 piercing damage, or half as much damage on a success. This property can be used once per long rest.

NOTE: Credit for magic items to Jeff Ashworth and the The Game Master’s Book of Random Encounters