A small, unassuming brown canvas bag tied together with tan twill string. On the bottom of the bag is small script that reads, "For use in physical planes only. Danger: Do not place in non-material planes of existence lest you bring about the end of all things."
As an action, roll a d6 to release a random item out of the Bag of Surprise from the table below. Instead, you can expend 1 action to reach into the bag and find out what the surprise will be. You can then use a bonus action to release that item. You can also remove your hand with no release or consequence except the expended action. If you reach in to find what the surprise will be but choose not to release it, the surprise resets immediately when your hand is removed from the bag and must be rerolled and another action expended. If someone other than the bag holder reaches into the bag, they get a light electric shock through their body and take 1d4-3 lightning damage.
Upon each leveling up of the character, you can choose 2 surprises to be switched out for something else. The 2 new surprises will be chosen by the DM.
At level 5, when you roll the d6 and reach in to find out the surprise, you can use a bonus action to reroll the surprise and choose which of the two will then immediately be released. You have to choose one of the two to release, and cannot remove your hand or shut the bag until one of the two is chosen.
At level 10, the surprise table expands by 2, and you now roll (and reroll) a d8 to decide the surprise.
At level 15, you can use a bonus action to reroll 2d8 and choose one of the three items rolled to be immediately released. You have to choose one of the three to release, and cannot remove your hand or shut the bag until one of the three is chosen.
For any outcome requiring a saving throw, the DC is the bag holder's level or 10, whichever is higher, plus the bag holder's proficiency bonus.
| Outcome | Effect |
| 1 | Upon opening the bag, a blast of confetti flares out in a 5 foot x 5 foot square in the direction the bag is opened toward. Anyone attempting to move through the affected square has disadvantage on all DEX, STR, and CON ability checks until they are out of the square, and it halves their remaining movement as a result of pulling strips of confetti from their eyes, ears, nose, and mouth. Anyone attempting to see through the confetti square has disadvantage -2 on Perception and Insight checks. The confetti lasts 10 minutes and then disappears. |
| 2 | Upon opening the bag, a 5 foot x 10 foot foot blast of fire shoots out in the direction the bag is opened. Anyone standing in the effected area must immediately make a DEX saving throw. On a failed save, take 1d8 fire damage. On a successful save, take half damage. The bag holder gains additional 1d8 fire damage at 4th, 8th, 12th, 16th, and 20th level. The fire lasts 1 turn and then disappears. |
| 3 | Upon opening the bag, a lasso shoots out up to 15 feet in the direction the bag is opened. The bag holder can choose any large or smaller creature to aim at. This creature must make a DEX saving throw or be grappled and thrown prone by the lasso. The lasso lasts 1 hour and then disappears. |
| 4 | Upon opening the bag, a 10 foot x 10 foot area with the bag in the center explodes from the bag, pushing everyone except the bag holder away from it. All creatures pushed must make a DEX saving throw. On a failed save, they are knocked prone. The walls are invisible, impenetrable and mostly sound proof (sounds are muffled and only loud sounds make it either direction). The walls last 1 minute (10 turns) or until the bag is closed using an action or bonus action. |
| 5 | Upon opening the bag, three thin throwing knives shoot out 30 feet in the direction the bag is pointing. The first creature in the path of these knives must make a DEX saving throw. On a failed save, take 3d4 piercing damage. On a successful save, take 1d4 piercing damage, and the other two knives continue on. If there is another creature for these two knives to hit, they must also make a DEX saving throw. On a failed save, take 2d4 piercing damage. On a successful save, take 1d4 piercing damage and the last knife continues on. If there another creature for that knife to hit, they must make a DEX saving throw. On a failed save, take 1d4 piercing damage, on a successful save, the last knife disappears. At 5th, 11th, and 17th level, double the damage for each knife (2d4, 3d4, 4d4 on successful saves). The knives last 1 minute before disappearing. |
| 6 | Upon opening the bag, the bag immediately becomes too heavy to hold and drops to the ground. The hole flares open and an entire 10 man band walk out of the opening, playing music. They play for 1 minute (10 turns), during which nothing can be heard except the sound of the music, and after which they can be asked one question. All creatures that can hear are deafened for the duration of the playing. They will answer to the best of their ability (DM rolls a hidden Intelligence check, based on the bag holders Intelligence modifier (1:They will answer with a riddle. 2-9:They do not know but will answer like they do. 10-14:They will make their best educated guess and will inform the asker that it is just a guess. 15-19:They will give the answer. 20+:They will give the answer and their recommendation on how to best complete the question according to the goals of the asker. Critical Success:The asker may ask one more question without needing to reroll, use the 20+ for guidance on their answer) Their knowledge consists of the knowledge of every creature within a 100 foot radius). They disappear once the answer is given. Once you use the band, you cannot ask them another question for 24 hours. If a 6 is rolled before that time, they come out and play music and deafen everything for 1 minute, after which they disappear. |
| 7 | Unlocked at level 10 |
| 8 | Unlocked at level 10 |
Comments