This bag has an interior space considerably larger than its outside dimensions, being a pouch of roughly 1 ft in diameter at the mouth and 1 ft deep. The bag can hold up to 200 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 2 pounds, regardless of its contents. Retrieving an item from the bag requires an action. This bag follows all other bag of holding rules.
This particular bag of holding is full of knives. No one knows how many knives are in the bag, how they got there, and if there will ever be an end to all these gods damned blades. When using the bag, roll a d20. Check the list below to see what you get. If you reach into the bag looking for something specific, you only find it if you roll an even number. Otherwise, you just find another knife. Use your usual dagger 'to hit' modifier.
All knives do a base 1d4 damage with the additional damage on top unless specified.
1. A dagger with a black blade and handle. Green gemstones form a spiral from hilt to pommel. This weapon does an additional 1d4 poison damage for each point of strength modifier (min 1).
2. A broken knife with rust that cannot be removed. Disintegrates after one strike.
3. A thin, translucent glass dagger. Hits every time for five strikes, then shatters.
4. A knife with blades on both ends of the handle. The wielder may strike twice per attack.
5. A jagged shard of crystal with a tightly wrapped piece of leather forming the handle.
6. A golden dagger heavily encrusted with gemstones, blade included.
7. A rubber knife.
8. A dagger seemingly made of air that can't be picked up but can be controlled by thought. Attacking with this weapon is a bonus action.
9. A knife that screams whenever it is removed from its leather sheath.
10. A weapon made of a basilisk tooth with a handle carved into the base.
11. A knife with a blade that slides back into the handle. Target takes 1d8 piercing damage in a random location 1d20 rounds later.
12. A shiny silver knife that returns to your hand after being thrown.
13. A dagger that damages the user when used against a target. The blade moves back through the handle to stab the holder for 1d6 piercing.
14. A red bladed weapon that explodes on contact and causes an additional 1d8 fire damage.
15. A dagger that glows the strength of a sunlight spell wherever it is touched by blood.
16. A silver kitchen knife with a strange stain on the handle. Does the same amount of damage to the wielder and the target.
17. A hilt with no blade.
18. A standard-issue army dagger with a foreign crest engraved on the pommel. All attacks with this weapon fail.
19. A blade made of solid ice that does an additional 1d8 cold damage to the target. Each turn the wielder must save on a CON saving throw of 15 or also take that cold damage.
20. A run-of-the-mill hilt with a pointed metal pole instead of a blade. Targets damaged by this weapon lose 1 HP per turn until treated by a spell or potion that can remove conditions.
Notes: Utility, Container
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