Magic shop: Pockets! Pockets! Pockets!

Hedon Strindberg is a mad man. Unfortunately, or perhaps fortunately, he is also a business man. At a young age, he obsessed over pocket dimensions, and meticulous amateur work eventually got him into the Wizard Academy – in spite of curiosity winning over wits.

After barely graduating he quickly formed a laboratory and a shop in his hometown, creating and experimenting with different ways of reaching and interacting with pocket dimensions.

Hedon's got the staples, some bags of holding, handy haversacks, portable holes and so on – and may have conjuration spell scrolls for up to 4th-level, like dimension door or hail of thorns – but his pride and joy are his weird homebrews. Everything isn't on hand always, but he can make uncommon or rare items within a fortnight or two, or – and for people he likes – very rare items within 50 days. The heavy conjuration aura in his shop sometimes causes spells cast in its vincinity to falter and sputter out.

The storefront loudly claims «POCKETS! POCKETS! POCKETS!» made from letter-shaped pocket dimensions. You won't get a wand here, probably not even a potion of healing – but if you'd like something to do with pocket dimensions – Hedon is the artisan. The cramped shop has an unnerving hum, the walls covered with different objects – some large, some small, some mundane looking, some sparkling with an octarine buzz. Bags and other things with pockets seem to dominate the space. A thundering voice booms through from the back "Yes?" He's tall for a dwarf, bowing slightly to go under the ornate wooden mantel and into the store itself. "I'm Wizard Strindberg! Would you care for a pocket? There are many pockets to choose from – if you've got gold for my pockets, I've got pockets for you!"

Price according to ranges presented on Magic Item Rarity table in the Dungeon Master's Guide (p. 135).

Pocket Knife

Dagger +0, rare

A small dagger with a nacre handle. If cut against a solid surface, it tears a hole in reality forming a passage to a pocket dimension, forming a 10 feet cube. The opening can be the size you wish, ranging from a hole to stick your finger in, a window to grab something from, or a door to step through. Otherwise it works like a portable hole. If cut against something living or construct it does no damage, but is a nice parlor trick for the dramatically inclined.

Handy Puddle

Wondrous item, rare

The Handy Puddle is not the lidded pot itself, it is the black liquid within. When in its pot, it works like a Heward's Handy Haversack – you retrieve any object you've put in it, by thinking of it, and sticking your hand in the liquid. Both the hand and the object remain dry. When the liquid is poured on a surface it becomes a puddle with a small hole to the same pocket dimension, which is open for two rounds before evaporating. The pot replenishes itself every dawn.

The Strindberg Zipper

Wondrous item, uncommon

A closure mechanism, normally used on clothings or bags, or – indeed – openings for tents. When zipped, it's a foldable strip of cloth. When unzipped perpendicularily against the ground, it becomes a triangular opening into a volume about the size of a one-man-tent – with a soft surface on the bottom. Impossible to zip together if there's a living being or construct inside it – and if zipped together, any object inside disappears to the Astral Plane.

Spear Pocket Change

Wondrous item, uncommon

This is a small independent pocket which can be sewn onto a belt or clothing. A standard spear of 5 feet, when put into the pocket, will protrude so that the spearhead is outside and possible to grab easily. The pocket can hold 10 spears, or similar objects of around 5 feet long.

Hot Pocket

Wondrous item, uncommon

A muff, a small cylindrical tube to put your hands in, most often fur-coated, which has a small portal to a 1 by 1 feet cube with an eternal bonfire in it. The hands will never be burned by the fire, and the heat does not travel outside the muff itself. The warmth from the bonfire is enough to keep a character warm in extreme cold. Objects left in the muff will be incinerated as soon as the hand leaves the space. If two of these are within 30 feet of each other, they share the same bonfire – making it possible to hold hands or exchange small items with another person without being adjacent to them.

Drop Sword

Sword (or other weapon) +0, very rare

A character must be attuned to the seemingly unremarkable weapon to be able to use its abilites. When not gripped by its master, the sword falls into its own little pocket dimension. With a bonus action, the character can retrieve it again from thin air. If its keeper is incapacitated or unconscious, the sword unattunes itself and falls in an adjacent unoccupied space.

Dark Goggles

Wondrous item, uncommon

This is a pair of goggles with two (or as many as the owners it's designed for has eyes) small portals to a dimension of eternal magical darkness. It was designed to let miners have a good nights sleep in the harshly bright conditions of glowstone mines. With these on, you're considered blind.

Staring Dagger

Dagger +0, rare

A long-shafted black dagger. Two times per day, you can use an attack action to hold the dagger up to your eye like a telescope (the pointy end away from you). This shoots a small hail of daggers from the Dagger Dimension towards whatever you're looking at – working like the spell hail of thorns. Otherwise like a normal dagger.