Wondrous Item, unknown rarity

This enigmatic bag is a curious twist on the more commonly known Bag of Holding. Slightly larger than its mundane counterpart, the Bag of Mystery is adorned with faintly glowing runes that shift and shimmer, hinting at the chaotic magic within. A gift from an unknown trickster deity, the bag holds a strange assortment of powerful and mundane items, waiting to be discovered.

Daily Draw:

At the start of each day, the user can speak the command phrase (e.g., “Reveal thy secret”) and reach into the bag to retrieve a random item. Roll on the Bag of Mystery d20 table to determine the item drawn.

  • The item remains until dawn of the next day, at which point it vanishes in a harmless flash of magical light.
  • If the item is destroyed, lost, or discarded, it disappears immediately and cannot be retrieved again until the next draw.

Storage:

  • The bag also functions as a Bag of Holding, capable of storing up to 500 pounds, not exceeding a volume of 64 cubic feet. However, it cannot be used to store living creatures or items drawn from its daily roll.

Bag of Mystery Roll Table (d20)

Roll (d20)

Item/Effect

Description

1

Necklace of Fireballs

A necklace with fiery beads that can be thrown to create powerful explosions. Each bead replicates the effect of the Fireball spell.

2

Sun Staff

A staff imbued with radiant power. Grants the ability to cast Sunbeam (once per day) or Daylight. It also glows softly in darkness.

3

Wand of Fireballs

A wand that allows the wielder to unleash the destructive Fireball spell multiple times.

4

Wand of Lightning Bolts

A wand that channels a bolt of lightning in a straight line, dealing massive electrical damage to all in its path.

5

Wand of Paralysis

A wand that targets creatures within range, attempting to paralyze them. Creatures must succeed on a saving throw or become paralyzed.

6

Wand of Wonder

A chaotic wand that produces a random magical effect, from healing to summoning a rain of flowers or even fireballs. A true wildcard!

7

Ring of Mind Shielding

A ring that protects the wearer from mind-reading, psychic damage, and being charmed. It also allows the wearer to conceal their thoughts.

8

Wand of Entangle

A wand that casts Entangle, causing vines to sprout from the ground and restrain creatures in a designated area.

9

Wand of Magic Missiles

A wand that fires a barrage of unerring magical missiles, each automatically hitting its target.

10

Wand of Web

A wand that casts Web, creating a sticky area that restrains creatures until they break free.

11

Wand of the War Mage +1

A wand that grants a +1 bonus to spell attack rolls and increases the wielder’s spell save DC.

12

Rod of Absorption

A rod that absorbs incoming magical spells, protecting the wielder and allowing them to store and reuse the absorbed energy for their own spells.

13

Potion of Greater Healing

A single-use potion that restores 4d4+4 hit points when consumed.

14

Bag of Sand

A mundane bag of sand. While not magical, it can be thrown into the eyes of an enemy for an improvised distraction (DM discretion).

15

Arcane Focus Crystal

A small crystal that glows faintly and functions as an arcane focus for spellcasting.

16

Ethereal Trinket

A small glowing token (e.g., a ghostly coin or a floating feather). It radiates faint magical energy but has no practical use beyond aesthetic.

17

Scroll of Identify

A single-use scroll to cast Identify without expending a spell slot.

18

Nothing Happens

The bag produces no item, only a faint magical shimmer that quickly fades.

19

Mundane Object

The bag produces an innocuous item (DM’s choice or roll 1d6): (1) Rope, (2) Candle, (3) Lantern, (4) Book, (5) Gloves, (6) Dice Set.

20

Extraordinary Item

The DM chooses a powerful or plot-relevant item, such as a key to a locked area, an ancient map, or an artifact tied to the current campaign arc.

 

Notes: Utility, Container

Item Tags: Utility Container

Sntrip

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