Name: Bag of the Multitude
The Bag of the Multitude is a fun and quirky magical item that can be used in a variety of ways. The user simply reaches into the bag and pulls out a chip, and then awaits the exciting result. The bag can be used in many different situations, such as in combat, when exploring a new location, or when trying to communicate with other creatures. The bag's effects are random and can provide both benefits and risks to the user. It's up to the user to decide if the gamble is worth it. It is is a magical bag made of sturdy fabric that has a bright and colorful design with images of different types of chips on it. The bag is medium-sized and has a drawstring closure.
Usage: To activate the bag, the user must reach into the bag and pull out a chip at random. The chip will then activate its magical effect.
How to use: Roll a d100 and activate the corresponding effect
Effect # | Effect description
1 | Your hands become slippery and you have disadvantage on all Dexterity-based checks for the next 10 minutes.
2 | You feel an overwhelming urge to tell the truth and have disadvantage on all Deception checks for the next hour.
3 | Your vision becomes blurry and you have disadvantage on all Perception checks for the next 30 minutes.
4 | You become allergic to sunlight for the next 24 hours, suffering a -2 penalty to all rolls and taking 1d4 points of sunburn damage each hour.
5 | You begin to sweat profusely and emit a nauseating odor for the next 1d6 hours, making it difficult for creatures within 10 feet of you to breathe.
6 | You gain the ability to talk to plants, but they become incredibly chatty and interruptive for the next hour.
7 | Your eyes become giant and bulging for the next 1d4 hours, giving you disadvantage on all Charisma-based checks and making it difficult to see clearly.
8 | Your voice becomes shrill and ear-piercing for the next 1d4 hours, making it difficult to communicate effectively with others.
9 | You gain the ability to breathe fire for the next 1d6 rounds, but you also take 1d4 fire damage each round you use this ability.
10 | Your weapons become slippery and difficult to wield for the next 1d4 hours, giving you disadvantage on all attack rolls.
11 | You become nauseous and dizzy for the next 1d6 hours, making it difficult to concentrate and perform complex actions.
12 | Your clothes become incredibly itchy and uncomfortable for the next 1d6 hours, giving you disadvantage on all Dexterity-based checks.
13 | You begin to hiccup uncontrollably for the next 1d4 hours, making it difficult to speak or cast spells with verbal components.
14 | Your hair becomes electrified for the next 1d6 hours, giving you a -2 penalty to all Charisma-based checks and making it difficult to wear hats.
15 | Your skin becomes scaly and tough for the next 1d4 hours, giving you resistance to cold damage but making it difficult to wear clothing.
16 | You gain the ability to teleport up to 30 feet in any direction for the next 1d4 rounds, but you must roll a d6 to determine where you end up (1-2: 5 feet in a random direction, 3-4: 10 feet in a random direction, 5-6: 15 feet in a random direction).
17 | Your vision becomes blurry and unfocused for the next 1d6 hours, giving you disadvantage on all Perception-based checks.
18 | Your weapons become incredibly heavy for the next 1d4 hours, giving you disadvantage on all attack rolls and reducing your movement speed by half.
19 | You become incredibly clumsy for the next 1d6 hours, tripping over your own feet and knocking things over.
20 | Your body becomes incredibly itchy for the next 1d4 hours, causing you to scratch constantly and giving you disadvantage on all Wisdom-based checks.
21 | Your voice becomes incredibly quiet for the next 1d6 hours, making it difficult to be heard or understood.
22 | You become incredibly thirsty for the next 1d4 hours, suffering a -2 penalty to all rolls and taking 1d4 points of dehydration damage each hour.
23 | Your clothes become invisible for the next 1d4 hours, but you are still visible.
24 | Your feet become incredibly swollen and uncomfortable for the next 1d6 hours, giving you disadvantage on all Dexterity-based checks and reducing your movement speed by half.
25 | You become incredibly forgetful for the next 1d6 hours, suffering a -2 penalty to all Intelligence-based checks.
26 | Your weapons become incredibly sharp for the next 1d4 hours, dealing an additional 1d4 points of damage, but they also become fragile and have a 5% breaking each use
27 | You let out a loud belch, which forces you to skip your next action.
28 | Your vision becomes blurry and you gain disadvantage on attack rolls for the next 3 rounds.
29 | Your movements become sluggish and you have disadvantage on Dexterity checks for the next minute.
30 | You feel a sudden surge of fear and must make a Wisdom saving throw or become frightened for the next minute.
31 | Your skin becomes oily and slick, causing you to have disadvantage on grapple checks for the next 5 rounds.
32 | You become incredibly itchy and must use your action to scratch yourself for the next round.
33 | Your mouth becomes dry and you have disadvantage on Charisma checks involving speaking for the next 3 rounds.
34 | Your weapons become too heavy to use and you have disadvantage on attack rolls for the next minute.
35 | Your body becomes stiff and you have disadvantage on Dexterity-based checks for the next 2 rounds.
36 | You feel a sudden pang of hunger and must use your action to eat a snack for the next round.
37 | Your hands become slippery and you have disadvantage on Sleight of Hand checks for the next 3 rounds.
38 | Your mind becomes clouded and you have disadvantage on Intelligence checks for the next minute.
39 | Your feet become numb and you have disadvantage on Acrobatics checks for the next 2 rounds.
40 | Your muscles twitch uncontrollably and you have disadvantage on Strength-based checks for the next 2 rounds.
41 | Your stomach begins to churn and you have disadvantage on Constitution saving throws for the next 3 rounds.
42 | Your head begins to ache and you have disadvantage on Wisdom-based checks for the next minute.
43 | You suddenly become very sleepy and must make a Constitution saving throw or fall asleep for the next minute.
44 | Your throat becomes dry and you have disadvantage on Charisma checks involving singing or speaking for the next 3 rounds.
45 | Your feet become glued to the ground and you have disadvantage on movement-based checks for the next 2 rounds.
46 | Your fingers become numb and you have disadvantage on Dexterity-based checks involving fine motor skills for the next minute.
47 | Your voice becomes hoarse and you have disadvantage on Charisma checks involving speaking for the next 3 rounds.
48 | Your skin becomes incredibly sensitive and you have disadvantage on Perception checks involving touch for the next 2 rounds.
49 | Your joints become stiff and you have disadvantage on Dexterity-based checks for the next minute.
50 | You suddenly become very thirsty and must use your action to drink for the next round.
51 | Your ears begin to ring and you have disadvantage on Perception checks involving hearing for the next 2 rounds.
52 | Your skin becomes incredibly dry and you have disadvantage on Charisma checks involving physical appearance for the next 3 rounds.
53 | Your nose becomes stuffy and you have disadvantage on Perception checks involving smell for the next 2 rounds.
54 | Your muscles become sore and you have disadvantage on Strength-based checks for the next minute.
55 | Your eyes become sensitive to light and you have disadvantage on Perception checks involving vision for the next 2 rounds.
56 | Your mouth becomes numb and you have disadvantage on Charisma checks involving speaking for the next 3 rounds.
57 | Your thoughts become jumbled and you have disadvantage on Intelligence checks for the next minute.
58 | Your skin becomes incredibly oily and you have disadvantage on Charisma checks involving physical appearance for the next 3 rounds.
59 | Your stomach becomes upset and you have disadvantage on Constitution saving throws for the next 3 rounds.
60 | Your hands become shaky and you have disadvantage on Sleight of Hand checks for the next 3 rounds.
61 | You gain the ability to cast a random cantrip for the next hour.
62 | Your skin turns to stone and you gain resistance to bludgeoning, piercing, and slashing damage for the next hour.
63 | You begin to emit a soothing aura that grants advantage on Charisma checks for the next hour.
64 | Your eyes glow with a bright light, granting darkvision for the next hour.
65 | You become invisible for the next hour, but any objects you touch also become invisible.
66 | You grow a pair of wings and gain the ability to fly (at a fast speed) for the next hour.
67 | You gain proficiency in a random skill for the next hour.
68 | Your muscles bulge and you gain temporary hit points equal to your level for the next hour.
69 | You become incredibly lucky and gain advantage on all rolls for the next hour.
70 | Your body shrinks to half its size, granting you advantage on Dexterity-based checks for the next hour.
71 | Your hair becomes sentient and grants you the ability to communicate telepathically for the next hour.
72 | You become immune to poison and disease for the next hour.
73 | Your body becomes transparent and you gain the ability to pass through solid objects for the next hour.
74 | You gain a random feat for the next hour.
75 | Your speed doubles for the next hour.
76 | You become incredibly charismatic and gain proficiency in Persuasion and Deception for the next hour.
77 | Your body becomes rubbery and you gain resistance to thunder and force damage for the next hour.
78 | You gain the ability to speak with animals for the next hour.
79 | Your eyes turn into kaleidoscopes and grant you advantage on Perception checks for the next hour.
80 | You become incredibly fast and gain the ability to take an additional action on your turn for the next hour.
81 | You begin speaking in a high-pitched voice for the next hour.
82 | Your hair stands on end and begins to glow with a faint light.
83 | Your skin turns bright pink for the next hour.
84 | You gain the ability to understand and speak to plants for the next hour.
85 | Your feet become incredibly itchy and you cannot stop scratching them for the next hour.
86 | Your clothes become soaked as if you just fell into a pool.
87 | You are able to breathe underwater for the next hour.
88 | Your voice becomes incredibly deep and rumbling for the next hour.
89 | Your eyes turn solid black for the next hour.
90 | You suddenly feel the need to dance uncontrollably for the next hour.
91 | You gain the ability to speak and understand any language for the next hour.
92 | Your fingernails grow to an absurd length for the next hour.
93 | Your ears grow to an absurd size for the next hour.
94 | You are able to fly (at a slow speed) for the next hour.
95 | You become incredibly clumsy for the next hour, knocking things over and tripping on your own feet.
96 | Your skin turns a deep shade of blue for the next hour.
97 | You are suddenly very hungry and must eat everything in sight for the next hour.
98 | Your clothes shrink two sizes for the next hour.
99 | You are surrounded by a faint aura of sparks and electricity for the next hour.
100 | You are suddenly very tired and must take a nap for the next hour.
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