Bag of Tricks, Patchwork (5e Equipment)

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Wondrous item, rare (major)

This bag is made from multicolored patches of fabric stitched together. The bag appears empty; however, reaching inside reveals the presence of a small object of indeterminate texture.

You can use an action to pull the object from the bag and throw it up to 20 feet. When the object lands, it transforms into a unique hybrid creature determined by the tables below. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three of the objects have been pulled from the bag, roll a d20. On a 1, the bag rips itself to shreds and becomes nonmagical. Otherwise, the bag can't be used again until the next dawn.

Creature Generator[edit]

Roll on the tables below to determine the statistics of your hybrid creature.

Design Note: To save time during the game, it is recommended to roll 3 or 4 creatures ahead of time.

Body[edit]

d26 Creature Hit Dice Size Armor Class Ability Scores Features
1 Axolotl 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 7, Constitution 12 Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 13, Constitution 8
3 Insect 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 12, Constitution 8
4 Rat 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 9, Constitution 9
5 Lizard 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 9, Constitution 9
6 Badger 1d4 Tiny 10 + Dexterity mod. Strength 2, Dexterity 9, Constitution 12
7 Fox 1d4 Tiny 10 + Dexterity mod. Strength 2, Dexterity 14, Constitution 11
8 Owl 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 11, Constitution 8
9 Eagle 1d6 Small 10 + Dexterity mod. Strength 1, Dexterity 11, Constitution 8
10 Jackal 1d6 Small 10 + Dexterity mod. Strength 5, Dexterity 13, Constitution 10
11 Mastiff 1d8 Medium 10 + Dexterity mod. Strength 11, Dexterity 12, Constitution 12
12 Goat 1d8 Medium 10 + Dexterity mod. Strength 10, Dexterity 9, Constitution 11
13 Hyena 1d8 Medium 10 + Dexterity mod. Strength 10, Dexterity 11, Constitution 12
14 Boar 2d8 Medium 10 + Dexterity mod. Strength 12, Dexterity 10, Constitution 12
15 Wolf 2d8 Medium 10 + Dexterity mod. Strength 11, Dexterity 14, Constitution 12
16 Ape 3d8 Medium 10 + Dexterity mod. Strength 13, Dexterity 12, Constitution 14
17 Panther 3d8 Medium 10 + Dexterity mod. Strength 12, Dexterity 13, Constitution 10
18 Shark 3d8 Medium 11 + Dexterity mod. Strength 14, Dexterity 13, Constitution 13
19 Bull 2d10 Large 10 + Dexterity mod. Strength 15, Dexterity 9, Constitution 14
20 Elk 2d10 Large 10 + Dexterity mod. Strength 14, Dexterity 9, Constitution 12
21 Axe Beak 3d10 Large 10 + Dexterity mod. Strength 13, Dexterity 10, Constitution 12
22 Crocodile 3d10 Large 12 + Dexterity mod. Strength 13, Dexterity 9, Constitution 13 Hold Breath. The creature can hold its breath for 15 minutes (30 if Huge).
23 Horse 3d10 Large 10 + Dexterity mod. Strength 16, Dexterity 8, Constitution 12
24 Lion 4d10 Large 10 + Dexterity mod. Strength 15, Dexterity 14, Constitution 13
25 Bear 4d10 Large 11 + Dexterity mod. Strength 16, Dexterity 8, Constitution 16
26 Tiger 5d10 Large 10 + Dexterity mod. Strength 15, Dexterity 13, Constitution 14


Head[edit]

d28 Creature Ability Scores Senses Features Actions
1 Axolotl Intelligence 1, Wisdom 8, Charisma 4 darkvision 30 ft. Amphibious. The creature can breathe both air and water.
Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat Intelligence 2, Wisdom 12, Charisma 4 blindsight 60 ft. Echolocation. The creature can't use its blindsight while deafened.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: + Strength mod. to hit (min. +0), reach 5 ft., one creature. Hit: 1 piercing damage (1d6 if not Tiny).
3 Insect Intelligence 1, Wisdom 10, Charisma 3
4 Rat Intelligence 2, Wisdom 10, Charisma 4 darkvision 30 ft. Keen Smell. The creature has advantage on Wisdom (Perception) checks that rely on smell. Bite. Melee Weapon Attack: + Strength mod. to hit (min. +0), reach 5 ft., one creature. Hit: 1 piercing damage (1d4 if not Tiny).
5 Lizard Intelligence 1, Wisdom 8, Charisma 3 darkvision 30 ft. Bite. Melee Weapon Attack: + Strength mod. to hit (min. +0), reach 5 ft., one creature. Hit: 1 piercing damage (1d8 if not Tiny).
6 Badger Intelligence 2, Wisdom 12, Charisma 5 darkvision 30 ft. Keen Smell. The creature has advantage on Wisdom (Perception) checks that rely on smell. Bite. Melee Weapon Attack: + Dexterity mod. to hit (+ Strength mod if not Tiny), reach 5 ft., one creature. Hit: 1 piercing damage (1d6 if not Tiny).
7 Fox Intelligence 3, Wisdom 12, Charisma 5 darkvision 60 ft. Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing. Bite. Melee Weapon Attack: + Dexterity mod. to hit (+ Strength mod if not Tiny), reach 5 ft., one creature. Hit: 1 piercing damage (1d6 if not Tiny).
8 Owl Intelligence 2, Wisdom 12, Charisma 7 darkvision 120 ft. Keen Hearing and Sight. The creature has advantage on Wisdom (Perception) checks that rely on hearing or sight.
9 Eagle Intelligence 2, Wisdom 14, Charisma 7 Keen Sight. The creature has advantage on Wisdom (Perception) checks that rely on sight. Beak. (Large size or greater) Melee Weapon Attack: + Strength mod. to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
10 Jackal Intelligence 3, Wisdom 12, Charisma 6 Keen Hearing and Smell. The creature has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature's allies is within 5 feet of the targeted creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: + Strength mod. to hit, reach 5 ft., one creature. Hit: 1d4 piercing damage.
11 Mastiff Intelligence 3, Wisdom 12, Charisma 7
12 Goat Intelligence 2, Wisdom 10, Charisma 5
13 Hyena Intelligence 2, Wisdom 12, Charisma 5
14 Boar Intelligence 2, Wisdom 9, Charisma 5
15 Wolf Intelligence 3, Wisdom 12, Charisma 6
16 Ape Intelligence 6, Wisdom 12, Charisma 7
17 Panther Intelligence 3, Wisdom 14, Charisma 7
18 Shark Intelligence 1, Wisdom 10, Charisma 4
19 Bull Intelligence 2, Wisdom 10, Charisma 4
20 Elk Intelligence 2, Wisdom 10, Charisma 6
21 Axe Beak Intelligence 2, Wisdom 10, Charisma 5
22 Crocodile Intelligence 2, Wisdom 10, Charisma 5
23 Horse Intelligence 2, Wisdom 11, Charisma 7
24 Lion Intelligence 3, Wisdom 12, Charisma 8
25 Bear Intelligence 2, Wisdom 13, Charisma 7
26 Tiger Intelligence 3, Wisdom 12, Charisma 8
28 Multi-Head Special: Roll twice on this table. The creature gains the Two Heads property, giving it advantage on Wisdom (Perception) checks and on saving throws made against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Additionally, if the both heads of the creature can perform an attack, the creature gains the Multiattack action.

Forelimbs[edit]

d28 Creature Ability Score Modifications Speed Features Actions
1 Axolotl Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat
3 Insectoid
4 Rat
5 Lizard
6 Badger
7 Fox
8 Owl
9 Eagle
10 Jackal
11 Mastiff
12 Goat
13 Hyena
14 Boar
15 Wolf
16 Ape Multiattack. The creature makes two fist attacks.
17 Panther
18 Shark
19 Bull
20 Elk
21 Axe Beak
22 Crocodile
23 Horse
24 Lion
25 Bear
26 Tiger
28 Multi-Limb Special: Roll twice on this table. If both limbs rolled can perform an attack, the creature gains the Multiattack action.

Hindlimbs[edit]

d28 Creature Ability Score Modifications Speed Features Actions
1 Axolotl Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat
3 Insectoid
4 Rat
5 Lizard
6 Badger
7 Fox
8 Owl
9 Eagle
10 Jackal
11 Mastiff
12 Goat
13 Hyena
14 Boar
15 Wolf
16 Ape
17 Panther
18 Shark
19 Bull
20 Elk
21 Axe Beak
22 Crocodile
23 Horse
24 Lion
25 Bear
26 Tiger
28 Multi-Limb Special: Roll twice on this table.

Tail[edit]

d28 Creature Properties
1 Axolotl Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat
3 Insectoid
4 Rat
5 Lizard
6 Badger
7 Fox +1 to Charisma.
8 Owl
9 Eagle
10 Jackal
11 Mastiff
12 Goat
13 Hyena
14 Boar
15 Wolf
16 Ape
17 Panther
18 Shark The creature gains a swim speed of 30 feet if it did not already have one.
19 Bull
20 Elk
21 Axe Beak
22 Crocodile The creature gains a swim speed of 30 feet if it did not already have one.
23 Horse
24 Lion
25 Bear
26 Tiger
28 Multi-Limb Special: Roll twice on this table.

Additional Properties[edit]

d6 Result
1 No effect.
2 Multiple. 1d4 additional creatures of the same type appear when the object is thrown.
3 Giant. If the creature is smaller than Large size, its size increases to Large. Its hit die becomes a d10 and it gains 3 additional hit dice. Its Strength score becomes 12 if it is lower, and increases by 4 if it already 12 or higher. Unless specified otherwise, it does an additional die of damage for any attacks it makes. If the creature is Large or greater size, its size increases by one category, its hit die becomes the next size up and its attacks deal 1 extra die of damage.
4 Tough. The creature's Constitution score increases by 2 and its Armor Class increases by 1.
5 Fast. The creature's Dexterity score increases by 2 and its speed increases by 10 feet.
6 Roll two times on this table, rerolling any 1s or 6s.

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