The creation of a somewhat mad genius artificer, the Backpack of Brilliant Beneficial Boons appears at first to be an ordinary backpack with a bunch of pockets, hooks, straps, and pouches. Upon closer examination, nearly imperceptible ruins can be found in the stitching, the main pocket when peered into properly reveals it is obviously vastly deeper than a single cubic foot, feels like it weighs barely a pound, and the materials and craftsmanship are far superior to the ordinary backpack carried by most folks.
First, no matter how loaded both inside and out, the Backpack of Brilliant Beneficial Boons never weighs more than 2lbs, and only weighs 2lbs when every pocket, pouch, strap, and hook has something on or in it.
Second, there are three four zippers on it, one on the bottom, one on the top, one on the left, and one on the right. These zippers are not actually places to store things, but conceal a pair of wings (one from the left and one from the right), a finned tail (from the bottom), and a hooded cowl (from the top).
The wings will automatically extend and begin flapping to protect against falling if the backpack (and its owner if wearing) ever fall more than 10', but can be unsheathed for 1 hour of flight at Fly 40 per day (they will still prevent falling, but can only glide or hover if the 1 hour a day has been used).
The Hooded Cowl automatically opens and dons itself to protect the owner (if wearing the backpack) from poisonous gas and can be used to breathe underwater. In addition, it can provide an hour of nightvision 180' for an hour per short rest (it is providing this even in normal light and other conditions, when it is being worn).
The Tail does not automatically activate, but can provide Swim 30 for 2 hours per short rest.
Any items put into or connected onto the Backpack of Brilliant Beneficial Boons are mended back to pristine condition after a long rest (Bedrolls will be restored as well as long as they spend 6+ continuous hours strapped onto the Backpack of Brilliant Beneficial Boons).
Bottomless Quiver: On the right side of the Backpack of Brilliant Beneficial Boons is a covered quiver. The Quiver has two sections. Any non-magical arrows (including arrows made of rare materials such as adamantine, silver, or iron, and masterwork ones) put into the smaller section will be magically duplicated after a long rest, creating 5d4 copies of each arrow in the small section in the large section. The small section can hold up to 20 arrows, the Large section can somehow contain up to 400 arrows. If a magical arrow is placed in the small section, there is a 10% chance it can produce 1d4 copies of that arrow per long rest. Arrows not used remain in both sections, the large section will still attempt to fill up with new copies each day, up to 400 total, always going from least to most rare when duplicating from the small section. If an arrow is removed from the small section, its copies will remain in the large section, but the quiver will not try to replicate that arrow any further until it is put in the small section again. Inversely, non-magical arrows (rarer materials and masterwork still count as non-magical) can be doubled or even tripled up on by having two or three of a kind in the small section to increase production of that type. The Quiver will always give the owner the arrow they seek as long as one remains in either section.
The Main Section is just a 1'x'1 opening that can be stretched to allow anything as wide as 5'x 5' to be put into it or pulled out of it, can hold 500 cubic feet of items, has no weight limit, and will always provide the owner with whatever item contained inside that the owner seeks. Unlike other magical spaces, putting a portable hole, haversack of holding, belt bag of holding, or the like inside will not cause the Backpack of Brilliant Beneficial Boons, the other interdimensional spaced holding container, or anything in their vicinity to be dragged to the astral plane (the contents of those other containers, however, will disappear into the astral plane, leaving empty containers), however, putting a Backpack of Brilliant Beneficial Boons into anything besides another Backpack of Brilliant Beneficial Boons will destroy the container and cause its contents to spew out (a Backpack of Brilliant Beneficial Boons put into another Backpack of Brilliant Beneficial Boons will just have the contents in the inner Backpack of Brilliant Beneficial Boons spew out into the outer Backpack of Brilliant Beneficial Boons).
The Potion Straps: a set of 5 straps that can hold a potion bottle each. The straps protect the potions bottles from being shattered. In addition, if empty potion bottles are put in the straps with a single potion, upon a long rest, the empty bottles will fill with a copy of the lone potion. This will not happen if there are no empty bottles or more than one type of full potion, but will happen if there are two or more of the same potion along with the one or more of the remaining slots having empty bottles.
The Spell Components Pouch: It is a Spell Components Bag built into the Backpack of Brilliant Beneficial Boons, but it will magically provide components worth up to 100 gp in value.
The Scabbard Strap: If a Scabbard is strapped onto the Backpack of Brilliant Beneficial Boons, after a long rest a sword in that scabbard will be shined and honed, granting a non-magical +1 on top of any other magical or non-magical benefits the sword has. This +1 does not stack with itself, but will last for one week before needing to be sheathed on the Backpack of Brilliant Beneficial Boons again, and will be kept applied as long as the sword spends a short or long rest in the scabbard each day.
Dagger Slots: Similar to the Scabbard strap, there are three Dagger slots each shoulder strap, that work similarly except for weapons that are designed for the dual purpose of both wielding and throwing (while called dagger slots, they also work for Chakram, Shuriken, Throwing Axes, Chatkcha, Kunai, or similar weapons).
Bullet Bag: Beneath the Quiver is a place for Sling/Slingshot Bullets, but can also hold other similar ammunition (like pistol/rifle bullets). Like the Quiver, as long as a single bullet remains in the bag, it will make 5d4 (1d3 magical) more a day after a long rest, and can hold up to 200 bullets (up to 6 originals).
Mini-Quiver: Concealed beside the Quiver is a smaller quiver for crossbow bolts and similar smaller projectile ammunition that is not bullets. The replication is a bit weaker, only making 4d4 (1d3 magical) copies a day per long rest. It has a similar sectioned state, but it can only hold 9 and 360 projectiles.
Bow Strap: A strap that can be used for transporting a Bow, Crossbow, Sling, Slingshot, Sling Staff, Rifle, or other projectile weapon. Similar to the Dagger Slots and Scabbard Strap, a weapon carried with this strap that spends a long rest will be honed to be better, correcting flaws and removing wear and tear, granting a +1 non-magical bonus, improving accuracy and damage (additionally the crit range improves by 1), as well as eliminating any chance of misfiring (if you use misfire rules, especially for things like matchlock, flintlock, and wheellock firearms, but also if you use optional rules for chances of friendly fire on critical failures). Like the Scabbard and straps, once the initial bonus is applied, it will last a week from the last long or short rest with the weapon strapped to the Backpack of Brilliant Beneficial Boons, however if a different weapon is used for this strap, the bonus will for some reason fade after 8 hours from the previous weapon.
Ration Pocket: Where does it come from? Who knows, but the pocket holds enough jerky to provide a days nutrients to up to 8 medium creatures (Large creatures count as needing twice as many strips of jerky, two Small creatures can split a strip in half, Tiny creatures can split a strip in quarters, Huge creatures need four strips, and so on both ways) a day, per long rest. The jerky seems to adapt to be enjoyable in flavor to each individual, not like the best tasting, but good enough they won't dislike it and it will adapt in flavor so they don't tire of it as a daily ration, and will fill relatively satiated (doubling the amount someone eats will cause them to feel very full, almost bloated for the entire day, but the feeling won't last two days despite getting enough nutrients).
Coin Pouch: It just seemed to always have 1d6gp in it every day. Once emptied, it won't be full again until a long rest, but it doesn't require leaving a coin in it to replenish.
Shield Straps: A pair of straps onto which any sized shield can be held to the Backpack of Brilliant Beneficial Boons. The shield will be maintained and shined. In addition, there is a hidden apparatus that will swing the shield around and defend the owner while they are wearing the Backpack of Brilliant Beneficial Boons during combat, allowing the owner to dual wield, wield a two-handed weapon, cast spells, and other actions that would usually be impaired by wielding a shield. As an added benefit the shield gains a +1 non-magical bonus to AC benefit for the owner. This will not function if the owner is wielding a shield. The Backpack of Brilliant Beneficial Boons can use a Tower Shield even if the owner can't.
Pole Slot: A small hole that runs through the backpack from top to bottom behind the Scabbard Strap, designed for a single staff, javelin, spear, polearm, or similar long shaft weapon. Like the various other weapon holding parts, this maintains, repairs, restores, and hones the weapon in it to a pristine condition, granting the additional non-magical +1 bonus after a long rest that lasts a week from the last short or long rest it was stored. However, this slot can also be used to restore, repair, maintain, and recharge rods and staves, granting 1d8+1 charges per long rest up to the item's maximum charges.
The Wand Slots: A small panel can reveal a space with three wand slots, that work similarly to the Pole slot except specifically designed for wands, restoring, repairing, maintaining, and recharging wands (1d8+1 charges per long rest).
Tools Pocket: Any profession tools stored in this section are restored, repaired, maintained, and granted a +2 non-magical bonus to their use as long as they are kept in the section for a short or long rest every day (after an initial long rest). This slot can hold multiple sets of tools, with seemingly no limit, and will always present the tools the owner seeks when reaching into the Tools Pocket.
Light Strap: A torch or lantern can be connected on this strap. After a Light rest, the Backpack of Brilliant Beneficial Boons will use a hidden apparatus to hold the torch or lantern and aim it for the owner, providing light, and maintaining the light source, magically replacing fuel and restoring rags. In addition, the light from the source is always like daylight to 90' or more if the light source usually has a longer range, plus an additional 90' or more of dim light, unless something is designed to allow reducing range (such as a hooded lantern's hood).
Safe Identification: It takes time, but placing an unidentified magical item in any appropriate part of the Backpack of Brilliant Beneficial Boons will allow the Backpack of Brilliant Beneficial Boons' owner to know exactly what the item is without a spell nor attunement after three rests (at least one must be a long rest).
Anti-Magic Resistant: The Backpack of Brilliant Beneficial Boons will not spew its contents out nor be destroyed by anti magic field, dispel magic, or similar anti-magic effects, but such effects can prevent most of its other abilities (it won't make the apparatus retract if you enter or are targeted with them with the Shield and/or Light Straps doing their jobs of holding them out, but will prevent them from deploying if they were retracted. Since most of the magic effects only happen during rests, as long as you don't rest in such a field, maintained effects and replication effects will still happen, but magical ammo, items, and weapons not in closed slots will not be protected from such spells/effects... while closed, the slots count as extradimensional, and therefore the wands, contents of closed sections, and ammo in closed pockets and quivers would become inaccessible by opening under the affects of such spells/effects, but shielded from those spells/effects because they aren't extended into the same dimension. The Dagger, Bow, and Pole slots/straps all are open and therefore vulnerable, the scabbard is safe as long as you don't draw the sword from the scabbard, as the sheathing creates a protective seal that is broken if unsheathing begins). Because the Backpack of Brilliant Beneficial Boons restores and repairs, only magical staves and rods would truly be lost (they would have lost all charges and therefore have no remaining spells to create charges from, despite having their potential for holding magical power restored).
Theft Defenses: Anyone trying to steal the Backpack of Brilliant Beneficial Boons from its rightful owner will find it near impossible, as the Backpack of Brilliant Beneficial Boons will wait until the Thief has gotten out of line of sight or 500' from the owner (whichever comes first) then replace itself with a heavily trapped copy, while teleporting itself back to the owner. The traps on it include a blaring alarm (lasts 3 hours), a gouts of tar and feathers (requires dealing 90 points of fire or acid damage to the tar and feather... and the thief, though damage reduction, resistance, or immunity can protect the thief from part of the damage), sprays of liquids that shines like sunshine in a 90' radius and doesn't wash away but will burn through clothing being attempted to used to conceal it as well as will still be visible even if they have a way to turn themselves invisible (doesn't fade, but can be removed by doing 90 points of acid damage... can be the same 90 acid damage to remove the tar and feathers), an illusion of Bright Blood Red Glowing words and an Arrow pointing to the thief saying "Lousy Stupid Thief" that float over the Thief's head for 72 hours, a spell that detects lies and shouts "LIAR, LIAR, LIAR" every time thief lies (also last for 72 Hours) which can be heard up to 900' away, and Slow (lasts 18 hours). The DCs to detect the Alarm, Tar and Feathers, and Spray of Light Liquid are 13+the Backpack of Brilliant Beneficial Boons' Owner's Level, the DC to disable those each is the same DC, if the Thief has Evasion they may make a DC Dexterity Save each to avoid the Gout and Spray at 3x Backpack of Brilliant Beneficial Boons' Owner's Level, the DC to detect each of the spell traps is 10+2x the Backpack of Brilliant Beneficial Boons' Owner's Level, and only dispel magic or some other anti-magic block or dismissal spell or effect can prevent them. All the Traps are on the bag, but which ones are on which parts is random and how many us up to the DM, so it could just be one trap, two traps, all the traps, or any number in between on any given part, but there is at least one trap per part. Someone trying to steal from the Backpack of Brilliant Beneficial Boons while not stealing it are far luckier, they simply roll with disadvantage, being paralyzed and having the illusion appear over their head if they fail a DC 10+ The Backpack of Brilliant Beneficial Boons' Owner's level to pickpocket the bag, while on a success they get a mundane joke version of what they were trying to steal (nasty super spicy and gums up your mouth jerky from the rations, fake melty chocolate tar coins in yellow wrappers from the coin pouch, a floppy rubber weapon, a wand/rod/stave that makes fart sounds when being used, or something similarly sort of useless but relatively harmless).
Survival Features: Sort of Mundane, but the Backpack of Brilliant Beneficial Boons can extend a Bamboo Parasol Umbrella to shield the Owner, a mount they are riding, and up to two other large creatures or proportional number of spaces of smaller creatures, as well as any one riding them. It can create a 9'h x 18'w x 18'd Tent that will shield against bugs and weather (even providing warmth in cold regions and moderate cool in hot regions, sufficient to provide a comfortable and safe from environmental issues place to rest/sleep, it is still just a easily opened tent). It isn't designed to be a boat, but it can have the wings extended to act as a larger surface for six medium creatures to float for an extended period in water and be able to lash themselves to it so they don't drown. Various Hooks on it can be used to secure ropes to it to link groups together for climbing and it can be anchored to prevent members from falling. Since it magically repairs items connected to it, ropes hooked to it will never fray or rip and if intentionally cut, the portion cut will be replaces after a long rest while not destroying the cut off portion (allowing for rope to be cut to be used for things like lashing together wood, tying up a hammock, making a lean to, etc). The Owner can allow others access to the cowl to as a group take/hold breaths and all breathe underwater, but the Backpack of Brilliant Beneficial Boons can't be on the Owner's back during that process.
Hard to Destroy: The Backpack of Brilliant Beneficial Boons is not indestructible, but depending on what type of Hide/Leather was used, it has its own AC, DR, and immunities to prevent it from being ruined.
Dragon: AC 25. Immune to Fire, Acid, Lightning, Cold, Poison, Force, Bludgeoning, Psychic, Radiant, and Thunder. DR 15/Piercing and Necrotic
Rhino: AC 22. Immune to Force, Bludgeoning, Psychic, Poison, and Radiant. DR 10/Acid, Necrotic, and Thunder
Moose: AC 20. Immune to Psychic, Poison, and Radiant. DR 10/Piercing, Acid, Necrotic, Fire, and Lightning
Cow: AC 18. Immune to Psychic, Poison, and Radiant. DR 5/Slashing, Acid, Necrotic, and Thunder.
Sheep: AC 16: Immune to Cold, Force, Lightning, Poison, Radiant, Thunder, Bludgeoning, Psychic DR 5/Slashing (Additionally Long Rests can be made while wearing this type, as it is so soft that it acts like a comfortable Bed).
All have HP their AC times 200 HP, and they will repair their own HP at 100 HP a Short Rest and 1000 HP a Long Rest until fully restored.
Notes: Attunement simply requires examining the intricately detailed stitching on the pockets and straps, and opening the main pocket to peer into the vast depths.
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