This ordinary bag, made from leather, appears empty. Reaching inside the bag, however, reveals the presence of a useful item.
You can use an item immediately as an action although for rogues with fast hands it's a bonus action. When pulling it from the bag or you can save it for later, although if you do not use the item within 24 hours the item(s) fade into dust.
This bag has 7 charges, one charge expended per item on the charge. regaining charges after a long rest.
|
Item |
Cost |
Weight |
|
Sparksprig |
75gp |
- |
|
Blinding Powder |
1gp |
- |
|
Thunder Stone |
25gp |
- |
|
Weeping crystal |
5gp |
- |
|
Smoke Stick |
20gp |
- |
|
Waterskin |
0.05gp |
- |
|
Rations |
0.05gp |
- |
|
Tanglefoot Bag |
10gp |
- |
|
10 bolts/arrows |
0.05gp |
- |
|
Rope |
1gp |
- |
|
Relaxing Herbs |
40gp |
- |
|
Holy Water |
25gp |
- |
|
Alchemist's Fire |
50gp |
- |
|
Weapon Coating |
120gp |
- |
|
Midnight Dust |
75gp |
- |
|
Vial of Purification |
50gp |
- |
|
3 "Special" Ammunition |
20gp |
- |
|
Healing Potion (Common) |
50gp |
- |
|
Roll of Bandages |
0.02gp |
- |
|
Fire bomb |
50gp |
- |
Sparksprig: Wire coiled around this short length of charred wood crackles with electricity, rapidly discharging when snapped. As an action, you can snap a sparksprig to create a stroke of lightning 20 feet long and 5 feet wide, arcing out from you in the direction you choose. Each creature in the line must make a DC 10 Dexterity saving throw or take 1d4 lightning damage and be stunned for 1 round.
Blinding powder: normally a powdery or sand like substance kept in a pouch containing things like crushed powdered glass, sand, or even metal shavings. As an action, you can throw a handful of blinding powder at a creature within 10 feet of you. The target must succeed on a DC 12 Dexterity saving throw or take 1 slashing damage and become blinded until the creature spends a bonus action cleaning the blinding powder out of their eyes. A creature that doesn't have eyes or has their eyes closed before the powder is thrown automatically succeeds on the saving throw.
Thunder Stone: This small, sparkling stone emits a bright light and loud bang when shattered. As an action, you can throw this stone up to 20 feet, shattering it on impact. Make a ranged weapon attack with the stone, treating it as an improvised weapon. On a hit, each creature within a 15-foot radius of the target must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d4 thunder damage and is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Weeping crystal: Upon contact with water, this crystal slowly melts into one gallons of water per each hour. Each crystal can produce 5 gallons of water.
Smoke stick: once used (as using an item) an area of 20ft fills with smoke for 1 minute, heavily obscuring sight in the area. Any strong wind, such as a gust of wind spell dissipates the smoke.
Tanglefoot Bag. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. As an action, you can throw this sack up to 20 feet, causing it to come apart and goo to burst out, entangling the target. Make a ranged attack against a creature or object, treating the Tanglefoot Bag as an improvised weapon. On a hit, the bag bursts and coats the target with its contents. The target is restrained for a minute. A restrained creature can use its action to attempt a DC 10 Strength check to break free, ending the effect.
Vial of purification: this liquid will, when poured over an organic material, take the effect of an purify food and water spell. Each vial effects up to four meals of medium or small sized creatures.
Fire bomb: this small ball holds fire and blacksalt and ignites on impact or with the rigging of a fuse. When thrown, it deals 2d6 fire damage in a 10ft square within 30ft of the thrower. A successful Dexterity Save DC 13 halves the damage taken.
Roll of Bandages: A thick roll containing 50 feet of white linen bandages. For one action, you can use 5 feet of bandages to bind an open wound, immediately healing as much slashing or piercing damage (up to 2d4) as the wounded creature has taken in 1 instance (e.g. 1 attack, stepping in a hunting trap, etc). Has no effect on constructs, elementals, or oozes. Alternatively you can use the bandage to stop 1 level of bleeding per 10ft of bandage. You can also spend 1 minute and use ten feet of bandages to bind and gag a humanoid rendering it restrained and muted in which case it has 2 hit points and can be burst with a DC 15 strength check or escaped with a DC 15 dexterity check. Can be bought at any apothecary or even standard common trading store.
Potion of Healing (Common): This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
"Special" Ammuntion:
Explosive bolt:
Siege Weapon. Explosive bolts deal double damage to structures.
Exploding Shot. When you fire an explosive bolt at a creature or object and hit, the target and each creature or object within 5 feet of the target must make a Dexterity saving throw to shield itself, taking 1d6 fire damage and 1d6 piercing damage on a failed save, or half as much on a successful one. On a miss, it can be assumed the shot hit nothing important and exploded harmlessly.
Arrow, Bodkin. When you roll maximum on the weapon's damage dice, you roll an additional 1d4 and add it to the final damage.
Arrow, Broadhead. When dealing damage to a creature wearing light or no armour, or with natural armour with an AC of 16 or lower, you deal an additional slashing damage half of your Material AC. What creatures count for this bonus is ultimately up to DM discretion.
Arrow/Bolt, Barbed. This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes point of piercing damage half of your Material AC of the bolt/arrow, at the beginning of its turn until it uses its action to pull the arrow or bolt free, or until it succeeds on a DC 15 Constitution Saving Throw {Which depends on the Material AC}, which it may make at the end of each turn it has barbed ammunition in it. If the creature succeeds on the saving throw, all barbed arrows currently in the creature are destroyed. Once pulled free of the wound, the ammunition is destroyed.
Arrow/Bolt, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. In addition to doing normal damage, each creature within 10 feet of the target must make a DC 12 Dexterity Saving Throw. A target takes 1d4 piercing damage, or half that on a successful save. Once it explodes, the ammunition is destroyed.
Arrow/Bolt, Smouldering. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. In addition to doing normal damage, a creature you hit with a smouldering arrow takes 1d4 fire damage at the beginning of its next turn. This damage does not stack from multiple pieces of smouldering ammunition. As an action, a creature ignited can make a DC 10 Dexterity Check to extinguish any fire they have on them caused by smouldering arrows. If the creature succeeds on the check, they are immune to this effect for 1 minute. Once ignited, the ammunition is destroyed.
Arrow/Bolt, Smoking. This piece of ammunition lets out a blast of smoke on contact. In addition to doing normal damage, a 20-foot radius sphere centred on the creature or point you hit is heavily obscured until the end of your next turn. Once ignited, the ammunition is destroyed.
Shatter Bolts/arrows: When firing this bolt out of a crossbow/bow the projectile shatters immediately upon leaving the weapon firing shrapnel in a 20 foot cone dealing an extra 1d6 piercing damage to all enemies in line of sight of the weapon.
Midnight Dust: This powdered substance reacts with natural light, significantly dimming the area around it. As an action, you can throw a pouch of midnight dust into the air, creating an area of darkness (as the darkness spell) within a 20-foot cube. The dust remains in the air for 1 minute or until a wind of moderate or greater speed disperses it, and has no effect on magical light.
Waterskin: A waterskin can hold 4 pints of liquid. (This one comes filled)
Rations: Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
10 bolts/arrows: Ten ammuniton suitable for either a crossbow or bow.
Rope: As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Holy Water: When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
Alchemist's fire: When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
Weapon Coating: As a Bonus Action, you can use a vial of coating on one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the weapon or ammunition takes an extra 1d4 damage of the chosen magical coatings. (Choose Acid, Cold, Fire, Lightning, Poison, or Thunder) Once applied, the coating retains potency for 1 minute or until its damage is dealt, whichever comes first.
Relaxing Herbs: A pouch containing 5 dried, white-as-snow herbs. An herb can be retrieved from the pouch and consumed as an action. The creature that consumed the herb has advantage against saving throws that would cause them to become charmed or frightened and on instant kill effects such as a demilich’s howl. They also have disadvantage on Intelligence and Wisdom checks. This lasts for 24 hours or until the creature has lesser restoration cast on them.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/11/2025 2:47:17 AM
|
4
|
0
|
Xabner
|
Coming Soon
|
|
|
4/11/2025 2:54:59 AM
|
5
|
0
|
1
|
Coming Soon
|
|
|
4/11/2025 3:00:50 AM
|
6
|
0
|
1.1
|
Coming Soon
|
Comments