Wondrous Item, unknown rarity

This small bag is made from leather, with metal rivets and buckles. A small stench of death will always emit from the bag. Some people have said it smells welcoming, others fearful, or plain foul odor. Reaching inside the bag, is lined with soft wool. Also revealing the presence of a small, sphere glass vial. 

You can spend 1 action a action to pull the object from the bag, and throw it up to 20 feet to a target in line of sight. The vial will vanish if not used by the end of the users next turn, and can't be reinserted to the bag. 

The user can spend 1 bonus action rolling a Arcana check to determine what's inside the vial.

When the vial lands, it transforms into a spell you determine by rolling on the table below. Once a vial is destroyed/used a new one takes it place inside the bag.

You can use this Bag of Death 4 times per day, and it resets its charges at dawn. 

The items Spell save/attack is determined by the user: 8 + Proficiency Bonus+ Spellcasting Ability Modifier

1D6

1. Heavy Bell: The Target, and everyone that has hearing in a 20ft radius from the targeted location hears a thunderous mournful bell bell. The targets must make a Wisdom saving throw or take 1d10 Necrotic damage. 

2. Fog Cloud: 20ft radius of thick black fog appears at the targets location obscuring vision giving the blindness effect while in the area.

3. Chill Touch: The target makes a DEX saving. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

4. Poison Spray: A tiny cloud of noxious gas appears. The Target must make a CON saving throw. On a failure, it takes 1d12 poison damage.

5. Vampiric Touch: The Target must make a DEX saving throw.On a hit, the target takes 2d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

6. Earth Tremor: Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand

TheJesterFairy