Wondrous Item, uncommon

This stained canvas sack rattles faintly whenever it’s moved, as if packed with loose metal and glass. The mouth is cinched with a length of frayed cord threaded through a row of mismatched iron rings. When you loosen the drawstring and reach inside, your fingers never find the same thing twice—coiled wire, toothed clamps, folded nets, tiny clay pots filled with gritty powder—all of it oddly clean and perfectly ordered despite the bag’s rough exterior. As you pull a piece free and will it into place, the components snap and twist together with an almost eager precision, assembling into a ready trap in the space of a breath.

Freshly set devices hum with barely contained potential. A caltrop field looks ordinary until the light glints off its edges just so, revealing subtle etchings. A loop of cord meant to catch an ankle hangs impossibly still in the air, as if waiting for exactly one footstep. Once sprung, the construct shivers apart into harmless rust flakes and splinters, the magic that held it together already reaching back into the bag to rebuild its next unpleasant surprise.

Mechanical Properties

  • Wondrous item, uncommon

  • The bag has 3 charges and regains 1d3 expended charges daily at dawn.

  • Set Trap. As an action, you expend 1 charge to pull out and set a simple trap in an unoccupied 5‑foot square on a solid surface within 5 feet of you. Choose one of the following forms when you place it:

    • Caltrop Scatter. The first creature that enters the area must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and have its speed reduced by 10 feet until the start of its next turn.

    • Snare Loop. The first Medium or smaller creature that enters the area must succeed on a DC 13 Dexterity saving throw or become restrained. While restrained in this way, the creature’s speed is 0 and it can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against DC 13, ending the effect on a success.

  • Each trap lasts for 1 hour or until it is triggered. When a trap ends or is triggered, its components crumble into nonmagical debris.

Rivven_Forrest

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