Wondrous Item, legendary

This small, dirty looking canvas pouch contains many magical things. You can use an action to reach into the bag, and attempt to pull out a random item from the table below. Every time you use the bag, you must roll a D8, and every time you successfully pull an item from the bag, you keep track of the number rolled on that D8. If at any point when attempting to pull an item from the bag you roll a number on your D8 that has already been rolled, the item fails and the bag appears to be empty. At dawn, the item returns to its original state, and all rolls from the previous day are forgotten.

 

D100 Effect
   
   
   
   
   
   
   
1  You pull a giant, spectacularly glowing spiked geode of magic from the bag. Cast a random 9th level spell, using spell save DC 22 and a spell attack bonus of 16 + your intelligence, wisdom, or charisma modifier + your proficiency bonus. Roll a D20, and the DM Chooses the spell based on the situation. On a 1-6, the spell is something bad for the situation. On a 7-17, it is something neutral for the situation. On a 18-19, it is something good for the situation, and on a 20, the spell is wish. 
 2-5 As you reach into the bag, you feel some area of your mind or body increase in strength, and your hand comes out empty. You gain the effects of a feat of the DM's choice for the next 24 hours.
6-11

As you reach into the bag, you feel a chill run up your spine, and your hand comes out empty. Roll on the Long-Term Madness Table, and you gain the malady listed there for 1d10-1 hours. (Minimum 1)

12-21 You pull a potion of the DM's choice from the bag, and feel a strong compulsion to drink it immediately. If you give in to the compulsion, you gain the effect of the potion immediately, as you drink it with supernatural speed. If you attempt to resist the compulsion, make a DC 14 wisdom save. On a failure, you drink the potion immediately as if you had given in. On a succes, you may add the potion to your inventory, where you can drink it using a bonus action at any time.
22-25 You pull a strongly glowing roughly hewn gem of magic from the bag. Cast a random 7th level spell, using spell save DC 16 and a spell attack bonus of 10 + your intelligence, wisdom, or charisma modifier + your proficiency bonus. Roll a D20, and the DM Chooses the spell based on the situation. On a 1-6, the spell is something bad for the situation. On a 7-18, it is something neutral for the situation. On a 19-20, it is something good for the situation.
26-35 You pull a faintly glowing cut gemstone of magic from the bag. Cast a random 3rd level spell, using spell save DC 14 and a spell attack bonus of 8 + your intelligence, wisdom, or charisma modifier + your proficiency bonus. Roll a D20, and the DM Chooses the spell based on the situation. On a 1-5, the spell is something bad for the situation. On a 6-16, it is something neutral for the situation. On a 17-20, it is something good for the situation.
36-45 Draw a card from the Deck of Wonder.
46-49 You remove an amorphous writhing mass of flesh from the bag. It quickly forms into a random Cursed Magic Item, and you feel a strong compulsion to attune to it immediately. If you resist the compulsion, you must make a DC 18 wisdom saving throw, and if you fail you attune to the item immediately. If you do not resist the compulsion, roll a D20 before you attune. On a 17-20, the curse is removed from the item. Whether you resisted the compulsion or not, the item does not take up an attunement slot.
50-58 You remove an item from the bag listed under the special patches table in the Robe of Useful Items.
59-67 You remove a mote of glowing energy from the bag, which expands and detonates in the form of a roll on the Wild Magic Table.
68-75 You remove an illusory figure from the bag which you control telepathically. Draw a card from the Deck of Illusions.
76-85 You remove a small, shriveled bean from the bag. The bean immediately glows bright green and sprouts, causing an effect from the Bag of Beans.
86-93 You pull a golden rod covered in rainbow crystals from the bag, glowing with power. Pick a point in space, object, or creature within 120 feet of you. The wand then fires a glowing beam of energy at that point, and you roll on the Wand of Wonder table to determine it's effect.
94-99 You pull a small, fuzzy object from the bag. Summon a creature from the Bag of Tricks: (Grey Bag on 94-95, Tan Bag on 96-97, Rust Bag on 98-99) 
00

You pull a extravagantly designed deck of cards from the bag, which glows with magical power. The cards shoot out from the deck and they begin orbiting around. You must name a number 3 or greater, then draw that many cards from the Deck of Many More Things

Evendur_Isaac

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