Wondrous Item, uncommon (requires attunement by a Attunement simply requires examining the intricately detailed stitching on the pockets and straps, and opening the main pocket to peer into the vast depths.)

The creation of a somewhat mad genius artificer, the Baby Backpack of Brilliant Beneficial Boons is a smaller and slightly less magnificent version of the normal Backpack of Brilliant Beneficial Boons. It appears at first to be an ordinary small 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 half 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 Baby Backpack of Brilliant Beneficial Boons never weighs more than 1lbs, and only weighs 1lbs when every pocket, pouch, strap, and hook has something on or in it.

Second any items put into or connected onto the Baby Backpack of Brilliant Beneficial Boons are mended back to pristine condition after a long rest.

Bottomless Quiver: On the right side of the Baby 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 Baby 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 Baby Backpack of Brilliant Beneficial Boons into anything besides another Baby Backpack of Brilliant Beneficial Boons (or a normal Backpack of Brilliant Beneficial Boons) will destroy the container and cause its contents to spew out (a Baby Backpack of Brilliant Beneficial Boons put into another Baby Backpack of Brilliant Beneficial Boons or a normal Backpack of Brilliant Beneficial Boons will just have the contents in the inner Baby Backpack of Brilliant Beneficial Boons spew out into the outer Baby Backpack of Brilliant Beneficial Boons or normal Backpack of Brilliant Beneficial Boons ).

The Potion Straps: a set of 3 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 Baby 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 Baby 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 Baby 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.

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 Baby 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 Baby 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 Baby Backpack of Brilliant Beneficial Boons can use a Tower Shield even if the owner can't.

Tools Pocket: Any profession tools stored in this section are restored, repaired, maintained, and granted a +1 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 Baby 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 Baby Backpack of Brilliant Beneficial Boons will allow the Baby 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 Baby 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 Baby 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 Baby Backpack of Brilliant Beneficial Boons from its rightful owner will find it near impossible, as the Baby 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 useless copy, while teleporting itself back to the owner.  

Survival Features: Sort of Mundane, but the Baby 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). 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). 

Hard to Destroy: The Baby 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 100 HP, and they will repair their own HP at 50 HP a Short Rest and 500 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.

TrueGeminiDragon

Comments

Posts Quoted:
Reply
Clear All Quotes