A beautifully tooled satchel, crafted from some strange, unidentified creature that seems to have had both scales and feathers. Small bits of bones, feathers, clay beads, and semi-precious gemstones of assorted colors dangle from various parts of the satchel. When walking with this satchel, these adornments clink together melodically. The satchel is designed for use by a goliath, and thus smaller creatures may find it unwieldy to carry.
While attuned, the satchel grants the following bonuses to the creature wearing it:
Treat time. The satchel seems to replenish its own stocks of treats. Once per day, as a bonus action, you may reach inside of the satchel and pull out a random morsel of food. This morsel will allow you to cast animal friendship at 9th level on any beasts (Or a singular beast-like monstrosity) whose diet matches the morsel pulled, as long as they have an intelligence lower than 10. Roll a 1d4 to determine the morsel.
1, a piece of dried jerky (Carnivorous or Omnivorous creatures) Ex. dire wolf, owlbear
2, a handful of nuts and seeds (Herbivorous or Omnivorous creatures) Ex. Elephant, catoblepas
3, a handful of dried insects (Insectivorous creatures) Ex. giant spider, Ankheg
4, a handful of dried fish (Piscivorous creatures) Ex. reef shark, Hippogriff
This spell lasts for 24 hours, or until you unattune the satchel.
Each morsel only lasts until you take a long rest before spoiling.
Creatures that are immune to charmed are not effected by this ability.
Beads that jingle-jangle. While attuned to this satchel, you have a -3 on Stealth Checks that involve remaining silent, and Disadvantage on Perception Checks that rely on listening.
Herbalist's Advantage. While attuned to this satchel, you have Advantage on Nature Checks that involve gathering herbs or plants. When gathering herbs, you always gather twice the normal amount.
Adjustable Strap. The strap of this satchel is magical, and will adjust itself to either being the right length for a goliath to sling over their shoulder, or sprout an additional strap so that it may be worn as a backpack by Small or Tiny creatures. Attunement to this satchel only requires ten minutes of uninterrupted time, which is spent adjusting the straps and cleaning the satchel. The satchel has enchantments that reduce the weight and size of its contents, magically shrinking the items placed inside of it, but does not contain an extradimensional space, like a bag of holding. The central cavity of the satchel can hold up to 12 cubic feet or 60 pounds of material, but the entire satchel never weighs more than 10lbs, no matter how much is placed inside of it. Should the satchel be overloaded or pierced, the contents will spill out and return to their full weight and size. A creature attuned to the satchel can use a bonus action to remove a single item from within it, without having to search.
Prehistoric Origins. The feathers and hides that the satchel is made from is of a mysterious, ancient origin. A Druid or Ranger may use an action to make a History or Nature check (DC 20) once per day in order to attempt to ascertain the origin creature. Succeeding on this check allows them to utilize their Wildshape (Druid only) or Conjure Animals to transform or call upon one of these ancient creatures Three times, or until attunement with the satchel ends. You do not permanently learn to Wildshape into this creature. Roll a 1d12 to determine what ancient creature you gain access to.
Melodic Adornments. Creatures of the wilds have become accustomed to the kindness of those carrying this satchel. Once per day, using an action to shake the bag allows you to cast conjure animals with the following modifications:
The beasts conjured are neutral to all nearby parties when they arrive, and are not fey. Should they die, they leave a corpse behind.
When you cast the spell through this satchel, roll a 1d12:
1-6, the spell functions as normal, with creatures determined by the DM from the local wildlife.
7, the beast conjured will be CR3, with creatures determined by the DM from the local wildlife.
8, the beast can be up to CR10, with creatures determined by the DM from the local wildlife.
9, a leprechaun appears, casts Astonishing Luck on you and up to 3 other creatures (the 3 creatures closest to you when it appears), then disappears without elaborating further.
Astonishing Luck. When the creature fails an ability check, an attack roll, or a saving throw, it can roll a new d20 and choose which roll to use, potentially turning the failure into a success. This ability can only be used once per day.
10, a band of five boggle appear and attempt to steal the bag from you, and escape to the feywild immediately afterwards. Make a sleight of hand check (DC15) to maintain your grip on the bag.
11, a unicorn appears and obediently follows you until you take a long rest. Upon taking a long rest, you awaken to find that it has returned to the feywild.
12, a Valenar hound, Valenar hawk, or Valenar steed (player's choice) appears and immediately bonds with you. Roll a 1d8 to determine its ancestral gift. A creature can only summon one Valenar creature from this satchel at a time, and the creature only exists for as long as you maintain attunement to this satchel.
When your Valenar creature appears, add your proficiency bonus as hit die to its hit die pool, and roll for its permanent HP. When your proficiency bonus increases, you may roll the additional proficiency and add it to this. As long as you are within 100ft of it, you can telepathically issue commands to your Valenar creature at any time, and it acts immediately before you in the initiative. Should you end attunement to the satchel after summoning a Valenar creature, the bond is immediately broken, the creature is banished back to the feywild, and no Valenar creatures will ever heed your call again.
Should your Valenar creature be reduced to 0 hit points, make death saving throws at the start of each of its turns, just as you would for a PC. If your Valenar creature fails all three death saves, or takes double its max HP in a single blow, it dies. When your Valenar creature dies, you may roll a 1d20 at dawn the next day. If you roll a 2 or higher, your Valenar creature will be waiting for you when you wake up. If you roll a 1, your Valenar creature is gone for good.
If your Valenar creature dies permanently, and you or your allies did not harm the Valenar creature, you may roll a percentile die. On a 60 or higher, you may summon a new Valenar creature from the satchel if you get this result again. On anything lower, or if you and your allies had harmed the Valenar creature, the satchel behaves as if you had Banished your Valenar creature.
If you have previously banished a Valenar creature, rolling a 12 instead summons a fate hag, who shakes her finger at you disapprovingly, and immediately makes use of its Destiny Curse on you, before returning to her home plane. You must make a DC 14 Wisdom saving throw. On a failed save, the you have disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when you fail one of those d20 rolls, you take 7 (2d6) force damage. The curse ends after 1 minute; when you succeed on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again.
If you currently have a Valenar creature, rolling a 12 instead grants that Valenar creature its max HP as additional temporary hit points, until you take a long rest.
Notes: creature spending ten minutes cleaning and adjusting the satchel
Previous Versions
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12/3/2024 10:34:51 PM
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1/2/2025 2:10:09 AM
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9/10/2025 4:11:13 AM
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