This grimy, patched-up burlap bag seems to wriggle and clink of its own accord. It smells faintly of sulfur, old grease, and ozone.
Twice per day, you can use an action to activate the bag in one of the following ways;
Reach Into the Bag
You reach your hand into the bag and pull out a single item, which you may immediately throw as part of the same action. Roll a 4d6 to determine the item.
Void Vial. A swirling sphere of absolute blackness in a glass vial. You throw this vial at a point you can see within 60 feet. Each creature in a 10-foot radius sphere centered on that point must make a DC 14 Constitution saving throw. On a failure, a creature takes 4d8 necrotic damage and is pulled 10 feet toward the center of the sphere. On a success, a creature takes half as much damage and is not pulled.
Tanglefoot Glob. A sticky, grey glob. Make a ranged attack roll against a creature or object within 60 feet. On a hit, the target is restrained by the entangling goo. As an action, the restrained creature can make a DC 14 Strength check, freeing itself on a success. The goo can also be destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison and psychic damage).
Vial of Acid. You can splash the contents of this vial onto a creature within 5 feet of you or throw the vial as a ranged attack up to 20 feet, shattering it on impact. In either case, make a ranged attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Flask of Alchemist's Fire. You can throw this flask as a ranged attack up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes 2d4 fire damage and again at the start of each of its turns. A creature can end this damage by using its action to make a DC 14 Dexterity check to extinguish the flames.
Smokepowder Grenade. You throw this iron sphere to a point you can see within 60 feet. Each creature within a 10-foot radius of that point must make a DC 14 Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
Glimmerbomb. A polished crystal that shines with blinding inner light. You throw this bomb at a point you can see within 60 feet. It detonates with a silent, overwhelming flash. Each creature in a 20-foot radius sphere must make a DC 14 Constitution saving throw or be blinded and deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spill onto the Ground
You upturn the bag and spill its contents into two unoccupied, adjacent 5-foot squares on the ground within 5 feet of you. Roll a 4d6 to determine the hazard that appears. The hazard lasts for 1 minute before disappearing.
Weave-Sap Crystals. Jagged, purple crystals sprout from the ground. The area is difficult terrain. When a creature in the area casts a spell, it must succeed on a DC 14 Constitution saving throw or the spell fails and has no effect, and the creature takes 1d10 psychic damage.
Snapping Bear Traps. Two large, spectral bear traps snap into existence. The first time a creature enters either square, it must succeed on a DC 14 Dexterity saving throw or take 2d8 piercing damage and be restrained. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. Each trap disappears after being triggered once.
Caltrops. The squares are filled with sharp metal caltrops. Any creature that enters the area must succeed on a DC 14 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the save.
Grease Slick. The squares are coated in a slick of black grease, as per the Grease spell. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 14 Dexterity saving throw or fall prone. The grease is flammable.
Smokepowder Mines. The ground in both squares is rigged with a pressure-sensitive mine. The first time a creature enters either square, the mine explodes. That creature must make a DC 14 Dexterity saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. Each mine disappears after being triggered once.
Chains of the Damned. Spectral, rusty chains erupt from the ground. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 14 Strength saving throw or be pulled to the ground, becoming restrained. A restrained creature takes 2d6 necrotic damage at the start of each of its turns. A creature can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a success.
Empty into the Air
You shake the bag's contents into the air, creating a magical effect that originates from you and fills a 15 foot cone. The cloud lasts for 1 minute or until a strong wind disperses it. Roll a 4d6 to determine the cloud's effect.
Cloud of Madness. A shimmering, multicolored mist. Any creature that ends its turn inside the cloud must succeed on a DC 14 Wisdom saving throw or be affected as if by the Confusion spell for one minute.
Choking Spores. A cloud of yellow-green spores. The area is lightly obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature cannot speak. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Thick Smoke. A dense, black smoke billows out, as per the Fog Cloud spell. The area is heavily obscured.
Cloud of Irritating Sand. A swirling cloud of coarse sand. The area is lightly obscured. Any creature that ends its turn in the cloud must succeed on a DC 14 Constitution saving throw or be blinded until the start of its next turn.
Swarm of Biting Flies. A buzzing cloud of spectral flies. The area is lightly obscured and is difficult terrain. Any creature that starts its turn in the cloud takes 2d4 piercing damage.
Temporal Haze. A silvery, shimmering haze. The area is lightly obscured. Any creature that ends its turn in the cloud must succeed on a DC 14 Wisdom saving throw or be affected as if by the Slow spell for three turns.
The bag magically refills with new contents at the next dawn. If an effect requires a saving throw, the DC is 14. If an effect requires an attack roll, the attack bonus is +6.
| 4D6 | Throwable Items |
|---|---|
| 4 | Void Vial |
| 5-8 | Tanglefoot Bag |
| 9-12 | Vial of Acid |
| 13-16 | Flask of Alchemists Fire |
| 17-20 | Smokepowder Grenade |
| 21-24 | Glimmerbomb |
| 4d6 | Ground Hazards |
|---|---|
| 4 | Weave-Sap Crystals |
| 5-8 | Snapping Bear Traps |
| 9-12 | Caltrops |
| 13-16 | Grease Slick |
| 17-20 | Smokepowder Mines |
| 21-24 | Chains of the Damned |
| 4d6 | Cloud Effects |
|---|---|
| 4 | Cloud of Madness |
| 5-8 | Choking Spores |
| 9-12 | Thick Smoke |
| 13-16 | Cloud of Irritating Sand |
| 17-20 | Swarm of Biting Flies |
| 21-24 | Temporal Haze |
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