This bag appears to be a common bag of holding, though with an Identify spell, it will identify as a cursed bag of holding. Upon reaching into the bag to retrieve something, the player must make a Strength {Athletics} check DC 15 to successfully pull out the item. Upon failure, DM rolls a d20 for effect.
| roll | Effect |
|---|---|
| 1 | Vizier* |
| 2 | Sun |
| 3 | Moon |
| 4 | Star |
| 5 | Comet* |
| 6 | The Fates* |
| 7 | Throne |
| 8 | Key |
| 9 | Knight |
| 10 | Gem* |
| 11 | Talons* |
| 12 | Flames |
| 13 | Skull |
| 14 | Idiot* |
| 15 | Ruin |
| 16 | Euryale |
| 17 | Rogue |
| 18 | Balance* |
| 19 | Fool* |
| 20 | Jester |
Balance. Your head gets engulfed by the bag for a moment and your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. A random monster or group of monsters emerges from the bag. If you single-handedly defeat the hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, there no effect.
Euryale. A medusa head is pulled from the bag and curses you before returning to the bag. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates effect can end this curse.
The Fates. You pull a knotted ball of Reality's fabric from the bag. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. You pull an ominous looking letter from the bag with your name as the sender. It then vanishes in a sulfurous cloud of yellow smoke. A powerful devil receives the letter, becomes infuriated by what is inside, and immediately becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. A clown pops out of the bag and hits you on the head with a comically large hammer. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
Gem. You pull out a bag with twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each.
Idiot. An illithid is pulled from the bag and immediately latches onto your head. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1).Immediately afterwards, the illithid is pulled back into the bag.
Jester. You pull out a book. Once read, you gain 10,000 XP.
Key. A rare or rarer magic weapon with which you are proficient is pulled from the bag. The GM chooses the weapon.
Knight. You pull out a 4th-level fighter from the bag who, if asked, claims they were trapped in the bag for an unknown amount of time. The fighter is of the same race as you and serves you loyally until death, claiming their life belongs to you as their savior. You control this character.
Moon. You pull out a small figure of the moon, as if you had reached up and plucked it from the sky. The moon grants you the ability to cast the wish spell 1d3 times before it turns to a pound of silver dust.
Rogue. A can labeled 'Whoop Ass' is pulled. Upon opening, a ghostly visage emerges and laughs at you before vanishing and possessing a nonplayer character of the GM's choice which then becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
Ruin. All forms of wealth that you carry or own, other than magic items, are sucked into the bag. Businesses and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something also disappears into the bag. Any buildings you own are also sucked into the bag.
Skull. You pull out an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It becomes incredibly annoyed at having been interrupted by you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Star. A pixie is pulled from the bag and boops your nose. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. An angel is pulled from the bag and grants you a feather which turns into a wondrous item (which the GM determines randomly).
Talons. Every magic item you wear or carry are sucked into the bag. Artifacts in your possession aren't destroyed but do vanish into the bag and are teleported elsewhere in the world.
Throne. You pull a golden crown that grants proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
Vizier. You pull an IOU card from a god, archdevil, archfiend, great old one, archfey, or marid of DM's choice. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
Notes: Utility, Consumable
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