This bag looks like a black bag of holding. The difference lies in its function.
Any item placed in the bag is instantly destroyed and irretrievable, including magic items. Any magic items destroyed this way, however, have their enchantments absorbed into the bag. Upon a magic item's destruction in this way, the creature attuned to the bag instantly knows what enchantment was absorbed and how to use it. The bag cannot destroy artifacts, though it can absorb their effects if a workaround is found.
This bag has 5 charges. As a bonus action, the creature attuned to this item can spend any number of charges to enchant any non-magical item within 15 feet of them with an enchantment the bag contains, up to a number of items equal to the amount of charges spent. The same enchantment cannot be applied to multiple items at once, unless the bag contains multiple copies of that enchantment. Any enchantment applied this way lasts 1 minute, or earlier if you use a bonus action to cancel them. If you cancel them willingly, every enchantment activated by a single bonus action goes out at once. Enchantments that would normally require attunement to be activated don't require attunement, except to the bag, in order to be used in this way.
As an action, a creature can also spend 3 charges to enchant a single non-magical item. An item enchanted in this way receives three of the bag's stored enchantments at random. Any enchantments received in this way apply only their benefits and not their drawbacks. If there would be any contradictions between the effects, the higher rarity enchantment wins. For example, between a legendary item and a rare item, the legendary's contradicting enchantment would win out. If the enchantments are of equal rarity, you get to choose which one wins out. These effects last for 1d6 rounds or until you cancel them as a bonus action.
An enchantment from this bag can be applied to a type of item it was never meant for and with adapt itself accordingly. Work with your DM to decide how it might adapt. For example, the enchantment from a cloak of elvenkind applied to a weapon might require a command word or a special movement to be made with the weapon. An enchantment that boosts a sword's weapon damage applied to a spear might convert that extra damage into piercing instead of slashing. The creature attuned to this item is always aware of how the enchantment adapts and how to activate it, if needed.
While you use the bag's magic, Infernal runes and script glow all along the bag's seams, giving off dim light in a 5-foot radius.
This bag regains 1 charge every dusk.
Curse. This item is cursed and attuning to it extends the curse to you. The curse fails to end if you remove the bag or end your attunement to it. While cursed in this way, if a week passes without you feeding a magic item to the bag, the next time you touch a magic item, you must roll a Wisdom save DC 18. On a failed save, you are compelled to feed the magic item to the bag. This effect lasts until you feed a magic item to the bag, you fall unconscious, you die, or the curse is removed. This curse can only be removed by the remove curse spell or similar magic.
Notes: creature of non-good alignment, Utility, Container
Previous Versions
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2/1/2025 1:59:19 AM
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