Arcanist's Lockbox Wondrous item, rare (requires attunement)
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Magical Barrier: The lockbox is sealed by an invisible arcane barrier. This barrier is invulnerable to all magic and physical attacks. To open it, a creature must succeed on a DC 20 Intelligence (Arcana) check. On a failed check, the transparent box becomes opaque and it's weight increases exponentially. Subsequent attempts can only be made after a 1d12 + 2 hour lockout. Failing the check 3 times triggers a magical failsafe.
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Arcane Displacement: If the 3rd check fails, the item within vanishes, transported to a random location on a different plane of existence. Retrieving the item requires a successful plane shift spell or similar magic.
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Customization: The lockbox can be attuned to a specific individual, who can open it without a check. When attuned, if the box is empty, it shrinks to the size of a 1 inch cube. It will resize itself to fit any object or creature Large size or smaller to contain it. If creature is sentient and not unconscious, they must succeed on a DC 16 Intelligence (Arcana) check or be imprisoned in the box. Creatures inside the box can attempt to open it with the same requirements as anyone outside the box. While inside the box, creatures are invulnerable but will still die of starvation or exhaustion normally.
To attune to the Arcanist's Lockbox, the character must succeed in a magical trial conducted in three stages. The trial is designed to test their intellect, wisdom, and willpower:
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Intelligence Test (Riddle of Runes): The character must decode an intricate pattern of arcane runes on the lockbox by succeeding on an Intelligence (Arcana) check with a DC of 20. Failing the check causes the character to take 3d8 psychic damage as the runes lash out at their mind, and they must wait 24 hours before attempting again.
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Wisdom Test (Vision of Temptation): As the character interacts with the lockbox, it projects a vivid illusion of their deepest desire. The character must succeed on a Wisdom (Insight) check with a DC of 18 to discern the illusion from reality. Failing the check causes the character to lose concentration and be incapacitated for 1 minute.
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Charisma Test (Will of the Arcane): The lockbox challenges the character’s resolve with a mental battle of wills. The character must succeed on a Charisma saving throw with a DC of 20. Failing the save results in the lockbox rejecting the attunement attempt entirely, requiring them to wait a week before trying again.
Notes: To attune to the Arcanist's Lockbox, the character must succeed in a magical trial conducted in three stages. The trial is designed to test their intellect, wisdom, and willpower. See item description for details. , Container
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