The Bag of Arming enables you to have an insane amount and variety of weapons on hand, depending on the table. As a bonus action, you can reach into the bag and pull out a weapon. Be warned though, for if used incorrectly, the bag loses all its magical properties. Only you may wield the items.
d100 table:
1: The bag loses all of its magical properties, and sucks all weapons and ammunition within fifty feet of it into its maw. It then combusts, destroying all within. Check with your DM to see exactly what gets sucked into the bag. (ex: a dragons teeth are weapons only if its been made into a dagger, or someone is wielding it, etc.)
2-20: You pull a dagger out of the bag
21-35: You pull out two handaxes
36-50: You pull out a +1 Mace
51-60: You pull out a lit Bomb
61-70: You pull out a +2 Heavy Crossbow and 20 crossbow bolts
71-75: You pull out a Rapier of Lifestealing
76-80: You pull out a Sunblade
81-85: You pull out a +3 Boomerang
86-88: You pull out a Frost Brand Short sword
89-90: You pull out a +3 Club
91-92: You pull out a +3 Quarter Staff
93-94: You pull out a lightning Javelin
95: You pull out a defender long sword
96: You pull out a holy avenger short sword
97: You pull out some salad tongs.
98: You pull out a flower of your choice
99: You pull out a pebble
100: You pull out a Gatling Crossbow (my Home brew)
At the next dawn, all weapons turn into a gray mist
Comments