Wondrous Item, unknown rarity

A bright orange and black silk bag about the size of sack, able to hold up to 30 pounds within 1 cubic foot without difficulty. However, where this bag differs from a mundane sack is that any item taken from the bag comes out bearing a magical change. Use the appropriate column for the Bag of Tricks and Treats table when randomly determining the changes of items taken from the bag.

Before you take an item, you must declare which item or items you intend to take. Any items drawn in excess of this number have no effect. This means if you declare you take 0 items and take a number of them, they will be taken with no magical change (The Costume change may overrule this). Otherwise, as soon as you take an item from the bag, the magical change takes effect. Unless specified otherwise, if you fail to take the chosen items, the remaining chosen items fly from the bag and either force themselves into the hands of the nearest random creature if possible, or they simply fly from the bag and take effect all at once.

If a single item is declared, roll on the 13 changes table. If two or more items are declared, roll on the 22 changes table (The Costume change may overrule this).

Bag of Tricks and Treats Table
1d100 (13-Changes) 1d100 (22-changes) Magical Change
— 01–05 Pungent
— 06–10 Sticky
— 11–14 Psyke!
01–08 15–18 Savory
— 19–23 Lycan
09–16 24–27 Devil
— 28–31 Candy
— 32–36 Fun-Sized
17–24 37–41 Ringer
25–32 42–46 Costume
33–40 47–51 House
41–48 52–56 Treat
— 57–60 Monster
49–56 61–64 Switcheroo!
57–64 65–68 Rip
— 69–73 Fog
65–72 74–77 Fangs
73–80 78–82 Trick
81–88 83–87 Sour/Sweet
— 88–91 Razors
89–96 92–96 Murder
97–00 97–00 Hollowed

Each magical change's effect is described below.

Pungent. Until the next dusk, while wearing or carrying the item you may increase one of your ability scores by your proficiency bonus to a maximum of 18. You may increase this limit to a maximum of 21 if you also decrease another ability score by the same amount to a minimum of 3. Alternatively, you can choose not to adjust your ability scores, in which case this change has no effect.

Sticky. The item automatically equips and attunes itself to you if possible. If all available attunement slots are full, you must choose an item to unattune from. You may not willingly unattune or break physical contact with the item until you either reduce a Hostile creature to 0 Hit Points using the item, or you yourself are reduced to 0 Hit Points using the item.

Psyke! Unless the item you take is an Artifact, it is turned into a nonmagical wooden stick that weighs half of what the item did. The stick cannot be changed by any Transmutation magic, but a Wish spell can revert it. The item remains a stick until your character level increases, or until it is consumed by a creature other than you, where it will instantly change back into the item inside the creature.

Savory. The item becomes a random magical -3 weapon. It remains this way until you take a short or long rest, where it becomes a different random magical -2 weapon. This process continues with -1, +0, +1, +2, and eventually a random magical +3 weapon. Once you take a short or long rest after it becomes a +3 weapon, it reverts back to what it was when it entered the bag. You are always proficient with whatever weapon the item becomes while the item is still that weapon.

Lycan. While wearing or carrying the item, you can use your primary class ability an additional time. When you do, you become cursed by 3 random harmful/negative effects decided by the DM, and the previous effect is permanently dispelled. These curses last until you are targeted by a Remove Curse spell, which ends one of the effects at a random time within the next hour. You can only be targeted by one casting of the Remove Curse spell each dusk.

Devil. For an hour, the item turns into a random Fiend of a CR equal to or greater than your character level. It cannot become Hostile towards you, and you gain a +10 in all skills while within 10 feet of it. However, all creatures other than you that can see or hear it have their alignment changed to an evil one, and become Hostile to all creatures that aren't Fiends. This effect can be ended early is you make a deal with this Fiend to suffer a -20 to all skills until the next dusk, which will than make all effects of Devil other than his one dispelled, and the item turns back to normal on the ground wherever the Fiend was.

Candy. The item becomes a tiny sweet wrapped in a thin sheet of silver. When eaten, it grants the effects of 3 random potions decided by the DM, and the item is destroyed completely. If 24 hours pass and the sweet has not been consumed, it turns back into the item, and you gain the ability to forgo one magical change the next time you declare you take an item from the bag.

Fun-Sized. While wearing or carrying the item, you assume the Reduce effects of the Enlarge/Reduce. This effect persists until the item enters an antimagic space, or until it is broken by any means.

Ringer. You have Advantage on D20 Tests while wearing or carrying the item. This Advantage does not change the result of D20 Tests made against creatures who know your name or can see your face. When you fail a D20 Test, the item is forced back into the bag, your attunement to it breaks, and the effects of this magical change end.

Costume. The item becomes a random magic item of the same rarity. If it becomes a weapon, you are proficient in that weapon while wearing or carrying it. The item may be changed back by putting it into the bag again, but it cannot be taken from the bag without requiring you roll two magical changes from the 22 changes table. If the changes conflict, the DM chooses which changes occur. The DM chooses the magic item.

House. You pull out an empty Sack, and a Lawful Good Commoner magically appears in an unoccupied space you choose within 30 feet of yourself, holding your item. The Commoner appears as is the same species as you, and is wearing clothing that most middle-class families wearing in the region you're in. They are of a mature age for your species, and are able to speak, read, and write in every language you can. They believe you are an innocent child, and will willingly place the item in any container you carry if asked politely. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the Commoner, as desired.

Treat. As an Action, you may change the item into any Common, Uncommon, Rare, or Very Rare potion of your choice. When the potion bottle is empty, the bottle turns back into your item and the effects of this change are dispelled. If the effects are dispelled and the contents of the potion bottle hadn't been consumed, the contents of the potion turn into nonmagical water.

Monster. You become Frightened of the item and the bag. Wearing or carrying either of them while Frightened this way reduces either your Intelligence or Wisdom score by 5 (to a minimum score of 3). They no longer Frightened you if you wear or carry either of them for 24 hours. You take no more items.

Switcheroo! With a burst of orange and black confetti, you pull out a random item that belongs to an NPC of the DM's choice, and your item is dropped at the feet of the same NPC. You don’t know the identity of this NPC until they or someone else reveals it.

Rip. Everything that you wear or carry (aside from the item and bag) is torn to shreds before you. However, you may reassemble everything with a simple casting of the Mending spell, but you must first spend a number of hours equal to 1d4 + the number of things shredded to arrange the scraps into a recognizable shape that belonged to the same thing.

Fog. While wearing or carrying the item, every creature you target with an attack gains the effects of the Blur spell until the beginning of your next turn. Fog ends if you attack a creature that is not Hostile towards you, in which case the item permanently has an engraving that resembles your eye somewhere on its surface.

Fangs. The item now assumes a set of fangs made of bone protruding from somewhere on its surface. Whenever you kill a creature with a CR equal to at least half your character level while wearing or carrying the item, you regain Hit Points equal to your proficiency bonus. However, whenever you take damage while wearing or carrying the item, your Hit Point maximum decreases by half the damage taken (rounded down to a minimum of 1). Your Hit Point maximum cannot be restored until you complete a short or long rest. The next time you're reduced to 0 Hit Points, the effects of Fangs end.

Trick. While wearing or carrying the item, one of your ability scores is increased by 2 to a maximum of 21. The next time you take a short or long rest after wearing or carrying the item, all of your ability scores decrease by 2. These effects persist until a creature other than you suffers them due to wearing or carrying the item, or until an affected creature either consumes the sweet provided from the Candy change or drinks the potion provided from the Treat change.

Sour/Sweet. The item escapes your grasp as you take it from the bag, and flies up to 300 feet in a random direction, even passing through other creatures and objects as if they were unoccupied space. It must end up on the ground in an unoccupied space no longer than a minute after its escape. You know the location of it once it reaches its destination. Once you retrieve it, you gain a number of Temporary Hit Points equal to twice your proficiency bonus whenever you consume a potion as an Action while wearing or carrying the item. After you finish a long rest, roll 1d6. On a 4, 5, or 6, nothing happens. On a 2 or 3, Sour/Sweet resets, and the item flies off again. On a 1, the effects of Sour/Sweet end.

Razors. You suffer the effects of both the Rip and Monster changes. However, one of these (you choose) can be ended instantly if you choose to roll a d12 (without modifiers) and the result is a 12. If you choose to roll and the result is not a 12, you must speak in your choice of a demonic, groovy, panicked, or spooky voice until both the effects end.

Murder. The item becomes a weapon you are proficient in if it was not already. Each time you reduce a creature to 0 Hit Points, you may either gain proficiency and Expertise in a skill of your choice, or give the item a +1 to attack and damage rolls (increases up to a maximum of a +3 weapon is chosen multiple times). The buffs provided by Murder are reset daily at dusk. Murder is dispelled if you do not kill a creature each day before dusk.

Hollowed. Your soul is drawn from your body and contained within the item. While your soul is trapped in the item this way, nothing can attune to the item and your body is inert, ceases aging, and requires no food, air, or water. Your soul can be returned to your body if the item is permanently grafted to your body, or if half the blood in your body is poured onto the item. If the ladder option is used, your Hit Point maximum is reduced to a number equal to twice your proficiency bonus for 12 hours (to a minimum of 1), and you gain 1d4 + 1 levels if Exhaustion until you take a long rest, where you may remove 1d4 levels of Exhaustion until you are no longer Exhusted. You take no more items.

Notes: Creation, Healing, Summoning, Teleportation, Control, Buff, Social, Debuff, Negation, Utility, Shapechanging, Deception, Warding, Container, Consumable, Cursed, evocation, transmutation, enchantment, Soulbinders, fabled, Utility Potion, Combat Potion, Whimsical Potion, BagOfHolding2025

Item Tags: Creation Healing Summoning Teleportation Control Buff Social Debuff Negation Utility Shapechanging Deception Warding Container Consumable Cursed evocation transmutation enchantment Soulbinders fabled Utility Potion Combat Potion Whimsical Potion BagOfHolding2025

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