I've been given a choice on either picking this item up at game start: They are each incredibly useful - But Id love some input.
Bag of Holding or Long Bow of Warning - Here are the specs of each.
Wondrous item
Wondrous item, uncommon, container
Weight:
15lb.
Capacity:
500lb.
Cost:
--
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Or
Longbow of Warning
Longbow
Weapon (longbow), uncommon (requires attunement)
Proficient:
Yes
Attack Type:
Ranged
Range:
150ft./600ft.
Damage:
1d8
Damage Type:
Piercing
Weight:
2lb.
Cost:
--
Properties:
Ammunition, Heavy, Range, Two-Handed
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
In my opinion, Definitely take the Bag of holding they are incredibly useful not just for carrying big, heavy, or a lot of stuff but they can be used many different ways to work around puzzles, transport people or animals, and frustrate your DM in general. If you are creative enough I would argue bags of holding are one of the most useful items in the game.
that being said its always useful and handy when someone in the party has an item of warning.
This may be an obvious question, but are you an archer? And a size medium character? I guess the bow will still be useful in negating surprise, just want to double check you can and would use it.
How strictly does your DM track encumbrance? Is there a strong person in the party? Will you possibly have to haul something heavy? Will there be someone with floating disk if you don’t have the bag?
I’d lean to the bow, if only so you have a magic weapon and run into something resistant. But there might be a case for the bag depending on table rules, the campaign, and party configuration.
Yes We track encumbrance. My PC is a Ranger Elf, and I do use the Bow. And yes likely will be needing to hail some heavy things, and no-one has a floating disc or another bag of holding in the group - both items would be unique to the group..
Ill be starting at level 2, the rest of the PCs are level 5 or 6
I have spent quite a bit of time looking at Gloom/Assassin build, killing from stealth, scouting, guiding, and some subterfuge. My idea is to get in, hit hard, and fast and move on. so bow to begin with , and as I get into the rogue parts of the game, I can either go one of two ways, build into a level assassin rogue with some increases in charisma, or purely dexterity, wisdom/constitution. I like the idea of being able to infiltrate and persuade, and be rogue like, but I also like the John Wick style bad ass.
With that level gap, I’m definitely pro-bow. A level 6 party should be meeting creatures resistant to non magical damage. You’re already going to be behind the curve on the power scale, it would suck to only do half damage on top of that.
And if you’re an experienced player, you should see about being allowed to start at the same level as the party. They’ll be getting hit by effects that will knock you out on one failed save at this point.
Also, I find assassins usually look better on paper than they play. (Maybe you like them, sorry for the lecture if that’s the case.) You should check with your DM about how far from the party you need to be before you’re making solo stealth rolls. If you’re scouting 100 feet away and take your shot at someone, that’s a good couple rounds of you vs the enemies before the rest of the party engages. If you sneak up with the rest of the party, the fighter and pally will give you away before you can do anything.
Thank you for the input, I have another PC, on Rolemaster that has the Bag Of Holding and I've found it super helpful, but not being surprised with an adv, is really to hard to pass up. Going with he Bow.
Those are great points of concern Ill bring up. I plan on observing to see how DND play vs Rolemaster, which i have played for the last 25 years. then jump in on the next gaming days.
I've been given a choice on either picking this item up at game start: They are each incredibly useful - But Id love some input.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Or
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Are other players given similar options? Is there an Artificer in the group that can just make the bag?
Personally I would probably go with the bow. Advantage on initiative is pretty goo, imo
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
No, No artificer, everyone else has picked up an uncommon item.
Weapons of Warning are extremely potent at low levels. Bags of Holding tend to be less so.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
In my opinion, Definitely take the Bag of holding they are incredibly useful not just for carrying big, heavy, or a lot of stuff but they can be used many different ways to work around puzzles, transport people or animals, and frustrate your DM in general. If you are creative enough I would argue bags of holding are one of the most useful items in the game.
that being said its always useful and handy when someone in the party has an item of warning.
This may be an obvious question, but are you an archer? And a size medium character? I guess the bow will still be useful in negating surprise, just want to double check you can and would use it.
How strictly does your DM track encumbrance? Is there a strong person in the party? Will you possibly have to haul something heavy? Will there be someone with floating disk if you don’t have the bag?
I’d lean to the bow, if only so you have a magic weapon and run into something resistant. But there might be a case for the bag depending on table rules, the campaign, and party configuration.
Xalthu, All good questions,
Yes We track encumbrance. My PC is a Ranger Elf, and I do use the Bow. And yes likely will be needing to hail some heavy things, and no-one has a floating disc or another bag of holding in the group - both items would be unique to the group..
Ill be starting at level 2, the rest of the PCs are level 5 or 6
Why are you starting that many levels behind the rest of the party?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Its a family game and I just heard about it. Dumb Uncle luck.
Kotath,
I have spent quite a bit of time looking at Gloom/Assassin build, killing from stealth, scouting, guiding, and some subterfuge. My idea is to get in, hit hard, and fast and move on. so bow to begin with , and as I get into the rogue parts of the game, I can either go one of two ways, build into a level assassin rogue with some increases in charisma, or purely dexterity, wisdom/constitution. I like the idea of being able to infiltrate and persuade, and be rogue like, but I also like the John Wick style bad ass.
With that level gap, I’m definitely pro-bow. A level 6 party should be meeting creatures resistant to non magical damage. You’re already going to be behind the curve on the power scale, it would suck to only do half damage on top of that.
And if you’re an experienced player, you should see about being allowed to start at the same level as the party. They’ll be getting hit by effects that will knock you out on one failed save at this point.
Also, I find assassins usually look better on paper than they play. (Maybe you like them, sorry for the lecture if that’s the case.) You should check with your DM about how far from the party you need to be before you’re making solo stealth rolls. If you’re scouting 100 feet away and take your shot at someone, that’s a good couple rounds of you vs the enemies before the rest of the party engages. If you sneak up with the rest of the party, the fighter and pally will give you away before you can do anything.
Thank you for the input, I have another PC, on Rolemaster that has the Bag Of Holding and I've found it super helpful, but not being surprised with an adv, is really to hard to pass up. Going with he Bow.
Those are great points of concern Ill bring up. I plan on observing to see how DND play vs Rolemaster, which i have played for the last 25 years. then jump in on the next gaming days.
Bag of Holding if you want to be party friendly - but it does mean that you might want some extra support from the other players.