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🎒👹💼 Whispers from the darkest corners of merchant stalls and underground markets tell tales of a unique possession — the Demonic Backpack.

While many view them as mere rumors or tall tales, a select few have witnessed their existence. These backpacks, they say, bear eyes that seem to pierce one's very soul, gleaming with an insatiable hunger. The teeth, though appearing decorative, hint at a latent danger, reminding all of its origins from a realm far more sinister than our own.

Merchants who have come across them are said to have been both blessed and cursed, gaining untold treasures and facing unforeseen dangers. Seek them if you dare, but be prepared for the consequences, for these are no ordinary bags; they are remnants of a pact made long ago between crafters of old and entities from the abyssal depths. 🎒👹💼

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Demonic Backpack

Wondrous Item, rare (requires attunement)

This captivating backpack, crafted from a rich purple material, bears a striking resemblance to a creature's maw. On closer examination, the front of the backpack showcases a vivid green demon's face. Its eyes, a deep matte yellow, capture and reflect ambient light, creating a distinctive spotlight-like glow. The backpack's "zipper" cleverly represents the demon's row of large, menacing teeth, which open and close with unsettling realism.

Mimicry Storage. The Demonic Backpack functions similarly to a Bag of Holding, allowing you to store items in an extradimensional space. However, if someone who isn't the backpack's owner attempts to access its contents, they must succeed on a Dexterity saving throw (DC 15) or the backpack's demonic maw bites them, dealing 1d8 piercing damage.

Upon biting, the backpack undergoes a monstrous transformation, taking on the properties and behavior of a Mimic for 10 minutes or until it is reduced to 0 hit points. If defeated, the backpack becomes dormant and cannot transform again for 24 hours.

Hungry for Treasures. When an item comes within 5 feet of the Demonic Backpack, the GM may decide that the demon's eyes light up, signaling its appetite for that item. Upon placing the coveted item inside, the demon's eyes might glow even more intensely, indicating its strong desire to consume it. Should you yield to its cravings and offer the item, consult the table below to discern the boon granted, contingent on the consumed item's rarity.

  • Common

1: The next time you are subjected to an effect that would deal damage to you, you have resistance to that damage.
2: For the next hour, you gain a +1 bonus to all saving throws and ability checks.
3: The next skill check or attack roll you make gains advantage.
4: You find a random potion of healing within the backpack.

  • Uncommon

1: The next attack roll you make has advantage.
2: You gain 10 temporary hit points that last for 24 hours.
3:Spellcaster: The next spell you cast within the next hour does not expend a spell slot, so long as the spell's level is 3rd or lower.
Non-Caster: Your next successful hit deals an extra 2d6 damage of its type.
4: You find a random potion of greater healing within the backpack.

  • Rare

1: You immediately gain the effects of the haste spell for 1 minute.
2: The next critical hit against you becomes a normal hit.
3:Spellcaster: The next spell you cast within the next hour is cast as if it were one level higher than the slot used.
Non-Caster: Your physical attacks are treated as magical for 1 hour.
4: A random uncommon magic item appears in the backpack.

  • Very Rare

1: You become invisible for 8 hours or until you attack, cast a spell, or are in an area of bright light.
2: For the next 24 hours, you gain a +2 bonus to AC.
3:Spellcaster: For the next hour, any 3rd-level spell or lower you cast is treated as if you used a 5th-level spell slot.
Non-Caster: Your next three successful hits each deal an extra 3d6 damage of their type.
4: A random rare magic item appears in the backpack.

  • Legendary

1: You gain immunity to a damage type of your choice for 24 hours.
2:Spellcaster: For the next hour, any 5th-level spell or lower you cast is treated as if you used a 9th-level spell slot.
Non-Caster: All your attacks for the next hour critically hit on a roll of 18-20.
3: You immediately gain the benefits of a short rest.
4: A random very rare magic item appears in the backpack.

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