Wondrous Item, rare

This heavy pink cloth bag marked with rose pattern stitching contains access to a pocket dimension filled with magical daggers. 

The bag has 10 charges that it regains at dawn each day. Using an action, one dagger can be produced from the bag, at the cost of a charge. If more than two daggers are produced from the bag at the same time, the oldest dagger produced crumbles into rose petals. All produced daggers also crumble into rose petals when the bag regains its charges at dawn. The magic of the bag ceases to function if it is torn in any way or turned inside out.

When a dagger is taken from the bag the creature that took the action takes 1d4+2 piercing damage.

If you remove a dagger from the bag. The GM can choose a thorn from the following table, determine it randomly, or create their own.

d100 Effect
01 Thorn of Betrayal: A damp blade made of flesh and bone. Any damage inflicted with this dagger is also dealt to its wielder. Once this thorn has been produced from the bag, any further attempts to pull from the bag will grant only more Thorns of betrayal until the bag regains its charges at dawn.
02-10 Thorn of Whispers: A blade formed entirely of cold shadow. Any creature this blade is embedded in transmits their thoughts to the creature that impaled them. 
11-20 Thorn of Crowns: A blade of pure gold inlaid with fine gemstones. Any creature this blade is embedded in has advantage on all charisma checks, additionally, if this creature casts the spell command, they gain 1d4+2 temporary hit points.
21-30 Thorn of Disaster: A blade made from dark and rotting wood, oozing with black sludge. When a creature takes damage from this thorn, the thorn splinters, and breaks, temporarily cursing the target. They take an additional 1d6 necrotic damage from the attack and subtract 1d4 from the next saving throw they make.
31-40 Thorn of Adaption: A small living worm-like creature, with many layers of teeth, shaped into the strange form of a blade. Any creature this 'blade' is embedded in gains resistance according to the local weather. Rain - Lightning, Snow - Cold, Sun - Fire, etc.
41-50 Thorn of Divinity: A fine silver blade adorned with angelic iconography. When a creature takes damage from this thorn, they are marked with a brand depicting melting wings. Until their next turn, each time they take necrotic damage, they also take 1d4 points of radiant damage, as the brand sears deeper into their skin. Once a full turn has passed the brand dissipates, and the dagger loses its effect.  
51-60 Thorn of Travel: A dull metal blade adorned with trinkets of travel. If the wielder of this blade has temporary hit points it can teleport up to 60 feet to an unoccupied space that it can see as a bonus action. 
61-70 Thorn of Energy: A pristine, simple dagger rapidly aging through magical means to the point of ruin. Any When a creature takes damage from this thorn, they are marked with a brand depicting an arm-stretching unnaturally far. its bones and muscles snapping. At the end of their next turn, they will take 30 necrotic damage as energy explodes from within. For each foot of movement taken on their turn, reduce the damage taken by 1. The brand can only be applied once and dissipates upon the effect fading.
71-80 Thorn of Holding: A blade with similar iconography to an immovable rod. Any creature this blade is embedded in is held in place until they take an action to remove the dagger. 
81-90 Thorn of Sparks: A sharp purple crystal humming with electrical noise. Upon dealing damage with this thorn, its charge increases. For each level of charge, the blade deals an additional point of lightning damage. At 6 charges the dagger shoots into the sky and erupts causing rain to fall in the local region for the next minute.
91-99 Thorn of Agitation: An extremely heavy dagger that can only be wielded efficently by an individual with 13 Str or greater. The thorn resembles a small iron anchor. When the wielder of this dagger teleports via magical means, the dagger erupts dealing 10d6 lightning damage in a 30-foot sphere centralized on the area of arrival.
00 Rose of the Unseen: Rather than a dagger, a single rose is plucked from the bag. This allows the user to cast greater invisibility on themselves or regain 2d4 + 2 hit points as a free action. Additionally, this result does not consume a charge, and the user may pull from the bag again as part of their free action. If the user does not take this action immediately the rose disintegrates in their palm. Once the action has been taken, the rose vanishes, leaving only stardust in its place.

Notes: Damage, Control, Utility, Combat

Item Tags: Damage Control Utility Combat

Cyborgdude

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