The Advanced bag of holding looks like a small leather pouch, about the size of a large coin purse, and opens as wide as 1 foot in diameter, with a thick leather cord to seal the bag.
Attuning to the bag gives more control over its function but is not required to be able to use the bag. Those attuned to the bag can seal and unseal the bag preventing those not attuned from using the bag, they will also auto-win any wisdom contest resulting from attempting to withdraw resisting creatures or items from the bag (see below).
When making the pouch a room must be built that is no bigger than a 15-foot cube, the pouch is then placed into the centre of the room along with gems worth 1000 gold into each of the four corners, and a spell is then cast to link the two, (this spell takes one hour to cast) then over the course of a week the room will slowly fade from this realm until all that is left is the pouch, the gems are used up in this process but when complete the pouch will contain the 15-foot cubic room with a portal where the door once was. Multiple bags can be linked to the same room on the bag’s creation, by placing them with the first bag along with a gem worth 100 gold for each bag being linked.
A later pouch can be linked by placing the bag in the same area the spell was first cast, putting in a gem worth 500 gold inside the bag and placing an already active bag next to the first then casting a spell with a casting time of 1 hour. The gem will vanish, and the new bag will be linked to the same room as the other bag.
Things being put into the bag have the following rules:
Items:
Items need to be smaller than a one-foot cube to fit into the opening of the bag, when placed into the bag they will fall through the portal on the other side if they do not have something soft to land on, they will take 1D2 bludgeoning damage. This item can then be removed from any other linked bag if the user knows the item is in the bag. Multiple items can be combined in the room to construct things like beds or worktables however if the resulting item is now bigger than a 1-foot cube then it can not be removed from the room until it is broken back down again.
If an item is thrown throw the portal, then it will fly out of a randomly chosen linked bag, if no active bags are linked or all bags are inside out the item will instead be ejected out at the location where the bag was made.
If someone is in the bag they may attempt to prevent an item from being removed by grabbing the item before it floats out of the portal, if they do so the person trying to remove the item must make a Wisdom Saving Check vs 10+ the creatures in the bag Wisdom Bonus. If either is attuned to the bag (either the creature to the one they entered or the user with the one they are removing the item from) the one attuned will auto-win the test, if both are attuned do the test as normal.
Removing or putting an item into the bag is an action
Creatures:
A willing medium or smaller creature can enter the bag by placing their hand/tentacle/paw/limb into the bag upon holding it there they will fade out of the current dimension over the course of two rounds, during this time the creatures AC is considered 10 and any successful attacks made against them are auto considered to be critical hits. Once they have faded, they will be travelling for 4 minutes before fading into the room for two more rounds, (the same AC and Crit apply during fading into the room). When in the room they are unable to see or hear or interact with the outside world and any active spells need to be range Cross Dimensions or greater to be able to be maintained. Air in the room is breathable while ever one of the unsealed bags is in an area where the creature within would normally be able to breathe.
To leave the creature can go back through the portal (same times and AC/Crit Apply) in which case they will appear out of the bag they entered, if that bag is sealed or inside out or destroyed then another bag at random is chosen, if no other bags are available, they will be thrown out at the location where the bag was formed taking 3d6 bludgeoning damage.
A creature can also be removed from another bag by the same means as removing an item with the same wisdom save taking effect if the creature in wishes to resist being pulled from the bag, once pulled to the portal they will have the same AC/Crit apply as they travel and fade into place within the closes available 5-foot space to the bag they are being pulled from.
Any damage to the bag will be felt by those in the bag (they will not actually take the damage but will feel the effect) however the bag will auto-repair its hp at a rate of 10 per day. The bag has a HP of 30, a damage threshold of 5 and an Armour of 11.
If a bag is destroyed two effects can happen, if there are more bags linked to the room then the bag is just destroyed with no additional effect however if it is the last bag linked to the room then each item in the room has a 34% chance of being ejected from the bag, a 33% chance of being ejected where the bag was formed and a 33% chanced of being ejected randomly onto the astral plane, all items are ejected at a 15-foot range. Creatures caught in one of the ejection sites need to make a Dexterity Saving Throw (DC 10+(number of items ejected at the site/10 rounded down)) or take 2D6 bludgeoning damage and 2d6 slashing damage, half damage on a success. The items also take 3D6 bludgeoning ignoring item armour and damage threshold of the items. The room itself will appear randomly in the astral plane.
If a bag is turned inside out it is unlinked from the room until it is turned the right way round.
Taking a linked bag into the dimension of the room resulted in the same effect as if the bag was turned inside out, unlinking it from the room until the bag is taken bag out of the room.
Notes: May be attuned but not needed (Read description), Utility, Container
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