Wondrous Item, unknown rarity (requires attunement by a User must wear this item on their person for a 24 hour period, once attuned this item cannot be used by another unless current user dies. )

Bag O' Tricks is a magical ammunition pouch.

At 3rd Level, Bag O' Tricks can carry 3 magical ammunition, the user may spend time during a long rest (at least 2 hours) to replenish supply at the end of the day.

At 3rd Level, The magical ammunition available to Bag O' Tricks are as follows: 1 exploding bullet. On a hit, the exploding bullet erupts on contact doing an extra 1d6 fire damage in a 20ft. sphere. 1 seeking bullet. When a seeking bullet is used, the wielder ignores cover and rolls their attack with advantage. 1 severing bullet. When the wielder uses the severing bullet, on a hit whoever is struck by this ammunition loses their ability to cast magic for their next turn.

At 5th Level, Bag O' Tricks can now carry 5 magical ammunition, the user may spend time during a long rest (at least 2 hours) to replenish supply at the end of the day.

At 5th Level, The magical ammunition available to Bag O' Tricks are as follows: 2 exploding bullet. On a hit, the exploding bullet erupts on contact doing an extra 1d6 fire damage in a 20ft. sphere. 1 seeking bullet. When a seeking bullet is used, the wielder ignores cover and rolls their attack with advantage. 2 severing bullet. When the wielder uses the severing bullet, on a hit whoever is struck by this ammunition loses their ability to cast magic for their next turn.

At 9th Level, Bag O' Tricks can now carry 9 magical ammunition, the user may spend time during a long rest (at least 3 hours) to replenish 1d6+3 supply at the end of the day.

At 9th Level, The magical ammunition available to Bag O' Tricks are as follows: 3 exploding bullet. On a hit, the exploding bullet erupts on contact doing an extra 3d6 elemental damage of the users choice (Air, Earth, Fire, Water, Lightning) 20ft sphere. 2 seeking bullet. When a seeking bullet is used, the wielder ignores cover and rolls their attack with advantage. 2 severing bullet. When the wielder uses the severing bullet, on a hit whoever is struck by this ammunition loses their ability to cast magic for their next turn.

At 13th Level, Bag O' Tricks can now carry 13 magical ammunition, the user may spend time during a long rest (at least 4 hours) to replenish 2d6+3 supply at the end of the day.

At 13th Level, The magical ammunition available to Bag O' Tricks are as follows: 4 exploding bullet. On a hit, the exploding bullet erupts on contact doing an extra 3d6 elemental damage of the users choice (Air, Earth, Fire, Water, Lightning) 20ft sphere. 3 seeking bullet. When a seeking bullet is used, the wielder ignores cover and rolls their attack with advantage. 2 severing bullet. When the wielder uses the severing bullet, on a hit whoever is struck by this ammunition loses their ability to cast magic for their next turn. 2 banishing bullet. On a hit, the target must succeed a con save 15 or be banished to another plane of existence for 3 full turns, the target can attempt a con save on each turn with the save DC increases by 1 each turn.

At 17th Level, Bag O' Tricks can now carry 17 magical ammunition, the user may spend time during a long rest (at least 4 hours) to replenish 2d8+3 supply at the end of the day.

At 17th Level, The magical ammunition available to Bag O' Tricks are as follows: 5 exploding bullet. On a hit, the exploding bullet erupts on contact doing an extra 3d10 elemental damage of the users choice (Air, Earth, Fire, Water, Lightning) 20ft sphere. 4 seeking bullet. When a seeking bullet is used, the wielder ignores cover and rolls their attack with advantage. 3 severing bullet. When the wielder uses the severing bullet, on a hit whoever is struck by this ammunition loses their ability to cast magic for their next turn. 2 banishing bullet. On a hit, the target must succeed a con save 18 or be banished to another plane of existence for 3 full turns, the target can attempt a con save on each turn with the save DC increases by 1 each turn. 2 red sun bullet. On a hit, Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. 1 bullet of unlimited void. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. 1 earthquake bullet. You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

Notes: User must wear this item on their person for a 24 hour period, once attuned this item cannot be used by another unless current user dies.

Larpthefist

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