Warlock
Base Class: Warlock

Getting a magic item requires the use of your primary ability modifier + your proficiency bonus, these points are consider Lucky Withdrawals. These withdrawals also require coins or other valuable items be inserted in order to obtain magical items. Magical items obtain in these purposes should be homebrewed unless DM put in actual magical items. I tend to shy away from gambling mechanics, but if your DM want's the items can even have a percent chance to be receive. 

Most of the magical items are pointless junk with magical properties attached, IE a random worn shoe that has a single cast of fireball on it. The items act as normal magical items and once their magic is used for either how many charges, duration, or single use the item disappears. These items do not require attunement and you can have as many as you can afford. You can also freely share these with any player character and non-player character that can at least use magical items.

The more valuable the items placed in the bag, the better the magical item you will receive.

For my purposes I made a python script that creates random items. For my roleplay purposes the random items are not entirely random, every day I roll a d20 and whatever the roll lands on the bag will create items from that category. IE it rolls a 10, it only pulls books. The random part will be the name, the condition, special features and their magical properties if you use Lucky Withdrawal. This can be made to how you want to roleplay.

 

Reaching into the Abyss

You can reach into the Abyss to gather an item from the Bag of Holding. This item will be randomly generated unless you roll a [roll]1d20[/roll] and choose the results as the items that the bag will generate from the list below. All these items require 5 Gold coins at minimal, you can place in a converted rate of lesser or more expensive coins and or valuable items. If you put in more then what is required, you will receive that many items in return. (IE place in 100 gold coins, receive 20 items.)

  1. Pile of Dirt
  2. Book
  3. Pants
  4. Shirt
  5. Knife
  6. Stick
  7. Watch
  8. Hat
  9. Shoe
  10. Papers
  11. Food
  12. Pen
  13. Potion
  14. Plate
  15. Cup
  16. Spoon
  17. Glasses
  18. Cape
  19. Bar of Metal
  20. Toilet Seat

These items will be mundane and mostly pointless, unless you use your Charisma Modifier you enhance the roll into something Magical.

When you roll with your Charisma you can persuade the Bag of Holding to give something of a magical nature. The Bag of Holding also requires Gold Coins for this transaction, starting at 100 Gold Coins or other valuables worth at least that in cost. If you spend more, it will increase the odds of magical rarity by 10% per 50 Gold Coins, all the way up to 500 Gold Coins for a guarantee Legendary item. (The magical Rarity is different in this case and will result in items that give more powerful enchantments and or more duration/charges for that item.)

 

Level 3: Everything Must Go!

Your patron grants you the ability to sell, sell, sell. You can cast Charm Person without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

(Level 3) Bag Grab. You can reach into your Bag of Holding as a free action once per target and retrieve any item from the bag at no gold cost. The item is mundane in purpose and cannot be magical if done this way. The target will unequip their weapon and shield if they're are holding one and ponder the item until the spell wears off or the item they're pondering is also dropped, removed and or destroyed.

(Level 5) Friendly Acquaintance. Upon casting Charm Person, the target has disadvantage on the save even if the target is under attack by an ally. The target can still make the save as normal if it come under attack while charmed.

(Level 7) Sideshow Attraction. A number of Creature's up to your proficient bonus within 30 feet of the the target of Charm Person, if they can see or hear your spell Charm Person they must succeed on a Charisma saving throw against your spell save DC or become charmed by you spell you until the start of your next turn.

Level 3: Bag of Holding Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Bag of Holding Spells table, you thereafter always have the listed spells prepared.

Bag of Holding Spells
Warlock Level Spells
3 Calm Emotions, Mind Spike, Alter Self, Charm Person
5 Charm Monster, Scrying, Tongues
7 Synaptic Static, Hallucinatory Terrain
9 Dominate Person, Hold Monster

Level 6: Monster Clientele

You can cast Charm Monster with your "Everything Must Go!" class feature.

In addition, you can use the additional affects listed in "Everything Must Go!" class feature.

 

Level 10: Employee of the Month

Your continue use of your patron has taught you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack, you can take a Reaction and force the attacker to make a DC {{saved:cha}} Charisma. saving throw. On a failed save, the attacker becomes Charmed by whatever Class Feature spell you're using with "Everything Must Go!" class feature. You can perform this a number times equal to your charisma modifier(minimal of once) per short rest.

Level 14: Pyramid Scheme

Creatures under the affects of Charm Person or Charm Monster that are enthralled by their mundane item, become temporary allies to the caster.

They can perform only the attack, dodge, and dash option with their action. They make their turns after the player, any creature can go at any time. As long as they're not under other affects, IE stun, entangled, etc.

If the creature is damaged while under this affect, they must roll a charisma save {{saved:cha}} against the casters of the "Everything Must Go" Class Feature spell save, they have advantage to succeed on the save if its an Ally and disadvantage if its an enemy.

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