Wondrous Item, rare (requires attunement)

This colorful handbag has 10 charges. An attuned creature can reach into this bag as a bonus action, expend 1 charge, and roll 1d20 to retrieve a random item from the list below. All items that require a saving throw have a save DC of 15. Any item brought forth from the bag will only remain for 10 minutes before dissipating into confetti accompanied by the sound of a party blower. The bag regains 1d8+2 charges. Any Nilbog can use the bag without attunement or expending any charges.

  1. Banana Cream Pie: Target one creature within 30 feet, that creature makes a dexterity saving throw. On failure, the target is hit in the face with a pie and is blinded until they use their action to clean their face.

  2. Water Flower: This flower shaped lapel clip functions as a Decanter of Endless Water but it only has the geyser setting available. The command word is “Bazinga” and is known to the bag holder upon retrieving it.

  3. Banana Peel Cluster: Choose a point within 30 feet, a cluster of banana peels fills a 20 foot radius centered on that point. This area is difficult terrain and any creature that moves in this area must make a dexterity saving throw. On a failure, the creature falls prone after comedically flipping in the air 1d4 times with accompanying sound effects.

  4. Fake Vomit: you pull out a solid rubber mold in the shape and color of vomit and throw it to a point within 30 feet. All creatures within 15 feet of the vomit must succeed on a Constitution saving throw or become poisoned until the end of their next turn as they fight off the nausea.

  5. Scary Mask: You reach into the bag and pull out a massive demon face mask which is donned instantly. You can then shout “OOGA OOGA BOOGA” as an action and cause all creatures of your choice within 20 feet to make a wisdom saving throw. Creatures who fail are frightened until the mask is removed. Creatures who are frightened by this effect and end their turn more than 60 feet from the mask bearer can repeat the saving throw.

  6. Whoopie Cushion: If you place this rubber air bladder on a flat surface and another creature sits or steps on it, all creatures who can hear the fart noise within 60 feet are affected by the spell Tasha’s Hideous Laughter

  7. Dribble Cup: When a creature attempts to drink from this glass, they must make a dexterity saving throw as a rush of water blasts forth from the cup. On a failure, they are pushed backwards 20 feet and knocked prone.

  8. Hand Buzzer: This metal band is wrapped around your hand and any creature who willingly shakes your hand is delivered a powerful shock. They must make a Constitution saving throw. On a failure, the creature is stunned for 1 minute. Creatures who touch or make a melee attack against a creature stunned by this effect must also make a saving throw or be stunned as well. Creatures who succeed the saving throw are immune to this effect for 24 hours.

  9. Air Horn: You can use your action to blast this mighty air horn which will shatter all windows within 100 feet and all creatures that can hear it within range must succeed on a Constitution saving throw or be stunned until the end of your next turn and deafened for 10 minutes. After one use, the air horn vanishes in a puff of confetti.

  10. Uh Oh: As you remove your hand from the bag, your hand, and anything you were holding, becomes invisible for 10 minutes and an illusory bleeding stump is left in its place. Anything you touch with your fingers during this time is “squirted with blood” and a red liquid is left behind. The liquid vanishes when the illusion ends.

  11. Magic Deck: You remove a deck of cards from the bag. Any card drawn from this deck and shuffled back in can be teleported into the hand of the dealer if they shout “Is this your card?” as they flourish the hand holding the card. Upon doing so, the viewer must make a Wisdom saving throw or be incapacitated (from amazement) until the end of your next turn.

  12. Pocket Watch: This small clockwork watch on a chain can be swung back and forth in front of the eyes of a creature within 5 feet. The creature is then targeted by the Suggestion spell or must succeed on a Wisdom saving throw or fall asleep for 10 minutes.

  13. Poof: You pull back your hand and are surrounded by a puff of confetti and the usual party blower noise. That’s it. Sometimes, the joke is on you.

  14. Artiste: You pull out a small paint brush and painter’s palette with six paints on it: Red, Orange, Yellow, Green, Blue, and Violet. Using the brush, anything you smear this paint on will completely turn the color you used for 10 minutes. You may also choose to make designs instead.

  15. An old Classic: Choose a door within 30 feet. A bucket will appear floating above it and force the next creature to walk through to make a Dexterity saving throw or be drenched with one of the following liquids: Water, Milk, Red paint, or Oil. If no doors are within range you may instead choose a creature within range but they make the saving throw with advantage.

  16. Finger Trap: You pull out a small paper tube which you can toss to a creature within range. The Creature must succeed on a Wisdom saving throw or be compelled to place their index fingers into both ends, trapping their hands. For the next 10 minutes, their fingers are trapped within the tube and cannot make melee weapon attacks, provide the somatic components for spells, or otherwise accomplish any complex task that requires the use of their hands. A creature trapped in this manner may use its action to make a DC 20 strength check to break free or a DC 10 intelligence check to study the trap and realize if they just push their fingers together they can get out without effort.

  17. Kick Me: You choose a creature within 30 feet. A magical sheet of parchment is then attached to their back without them knowing. Anyone who reads this parchment sees the words “Kick Me” in their native language and must succeed on a Wisdom saving throw or be compelled to kick the target as hard as they can in the rear. Any creature who sees the sign immediately loses memory of it upon losing sight of it.

  18. Lover’s Lipstick: You pull out a small stick of lipstick. Whoever applies it instantly appears as whatever the viewer would imagine as their most attractive and preferred mate. All creatures within 10 feet who see you after its application must succeed on a wisdom saving throw or be charmed by the wearer until the lipstick disappears. A successful DC 20 Investigation check will reveal the illusion and creatures with truesight are immune to the charm effect.

  19. Trick or Treat?: You pull out a fistful of candy. Whenever a creature eats one, roll a six sided die. On an even number, the candy is sweet and does nothing, on an odd number, the candy is bitter and the creature is polymorphed into a snail for 10 minutes. The first candy eaten is always sweet.

  20. April Fools: Roll 3 more times on this table re-rolling any subsequent 20’s. All of those effects happen at once.
ByTheB00kDM

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