Wondrous Item, uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding? inside an extradimensional space created by a Heward’s 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

Broken Item: The magic that controls access to this bag's contents has been corrupted. When  attempting to retrieve an item from the bag, there is a 20% (d100 <= 20) chance that the character gets something other than what they are trying to retrieve.

Roll on the table below to determine what is retrieved. A failed roll results in a random item only once per long rest. Once a random item has been pulled, any further failures that day result in a frayed knot.

d10 Item
1 A corrupted version of the item that they were trying to get with 0 value.
2 A piece of paper or parchment with a mundane note, list of items, or list of tasks on it
3 A key (roll d6)
— 1: A broken key
— 2: A small brass key
— 3: A heavy iron key
— 4: A rusted key
— 5: A key made from an unusual material
— 6: A key ring with 1d10 keys on it
4 A handkerchief (roll d4)
— 1: A fine silk handkerchief
— 2: A simple cotton handkerchief
— 3: A lacy handkerchief
— 4: A threadbare handkerchief
5-6 A random trinket (roll d20)
— 1: 1d8 chess pieces
— 2: A tiny silver bell without a clapper
— 3: A small knife
— 4: A badge designating a military rank
— 5: A glass orb filled with water, in which swims a clockwork goldfish
— 6: A gem that looks like a lump of coal when examined by anyone else but you
— 7: A rabbit's foot
— 8: A four-leaf clover in a small glass vial
— 9: A vial of dragon's blood
— 10: A needle that never bends
— 11: A whistle made from wood, with gold inlays
— 12: A petrified mouse
— 13: A tiny mechanical spider that moved about when it's not being observed
— 14: A deck of 52 joker playing cards
— 15: A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
— 16: A tooth from an unknown beast
— 17: A piece of crystal that faintly glows in the moonlight
— 18: A shard of obsidian that always feels warm to the touch
— 19: A pair of old socks
— 20: A pair of rigged dice
7 A ring (roll d6)
— 1: A wooden ring
— 2: A heavy, iron ring
— 3: A silver wedding band
— 4: A simple, gold ring (worth 1d4 gp)
— 5: An ornate gold ring etched with silver (worth 1d8 gp + 1d4 sp)
— 6: An expensive-looking, platinum ring (worth 10d10 gp)
8 A small vial or flask (roll d6)
— 1: An empty flask/vial
— 2: A Potion of Healing
— 3: A Potion of Climbing
— 4: A Potion of Poison
— 5: A Potion of Resistance
— 6: A Potion of Greater Healing
9 A score (roll d12)
— 1: 2d4 cp
— 2: 3d6 cp
— 3: 1d6 sp
— 4: 1d6 sp + 1d10 cp
— 5: 2d6 sp
— 6: 2d6 sp + 1d6 cp
— 7: 1d4 gp
— 8: 1d4 gp + 1d10 sp
— 9: 2d4 gp + 1d10 sp
— 10: A gem or small piece of jewelry worth 5d10 gp
— 11: A gem or small piece of jewelry worth 10d10 gp
— 12: 1d6 gp and roll again on this table
10 A big score (roll on the d12 table above, and then roll again on that table with a d8)

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2025 8:45:40 AM
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