Magic Item concept: bag of…
Okay let’s be real: carrying capacity, while reasonable and logical, is a pain. When you’re adventuring, you’ll be picking up items along the way and while you’re probably going to sell most of them or use them there’s going to be a few that you don’t want to sell or use. It’s not likely you’ll have property to store them until they’re mid level, and even then stays at your base or keep could be few and far between.
The bag of holding, portable hole and the handy haversack are great, but if you want to add some flavor to your game consider some of the following storage options. Each one will have its own benefits and drawbacks. As with all multidimensional storage items, attempting to store them inside each other will destroy both items and spill their contents to the astral plane and all creatures within 10 ft will be sucked in and dropped in a random location on the astral plane, and the portal is only one way.
Each of these storage options is designed for one specific purpose, and abusing that purpose can have consequences. If you’re going to give your players more options for storing their equipment, you should also make them conscious of the extent to those storage options and what happens when they use them improperly. Damaged goods are sometimes the best method of teaching proper use. In the items description card be specific about what it does, but don’t write out every single thing that happens if they misuse it. They’ll have to learn that on their own along the way.
Bag of Colding (thanks Critical Role) - Rare
This one has the same stats as a bag of holding, except it allows you to store biological material without spoiling (aka this is a freezer).
For the DM: Keep in mind that it will still kill, and then flash freeze, any living creature put inside and remember how liquids change with cold. If you store an egg in there and pull it out, it will have cracked and then the contents will freeze around the egg. If you pull out meat it will be frozen so take into consideration thawing time. If you store metal in there, just think of what happens when you put frozen metal against a warm liquid (aka sticking your tongue to a frozen poll). If they store a glass vial with a liquid inside, it probably broke and froze. If they put a hot item directly into the bag of Colding, it probably cracked.
For flavor: the bag of colding is like a messenger bag with the body made of a white fur pelt and a strap made of white leather with a tooth used as a button to keep it closed. It’s cool to the touch like the other side of your pillow on a autumn night. You get the sense that hides from a white dragon and a winter wolf are used in this bags creation.
Bag of Golding - very rare
This bag is only good for metal coins, bars and ingots. It can hold up to 5,000 lb of metal (for reference: 50 GP = 1lb). To open, speak the command word and the flap will open and you must mentally concentrate on how much you want to pull out (meaning you must know it’s balance).
For the DM: A stolen bag has defensive measure in place: in order to withdraw the stolen funds, you must succeed a DC 18 intelligence check and it’s contents will spew out everywhere (which could make a lot of noise and draw attention). Failing this DC will make random worthless items, like a ball of yarn or a half used candle, to spill out. Once it’s been emptied, if the thief wants to use the new bag they must then succeed a DC 20 intelligence check to figure out the command word (they can perfom this with advantage if they observed the previous owner for 1 day). Failing this check means the Bag of Golding’s extradimensional propertied are inactive and it acts just like a bag with the interior dimensions just like the exterior. Storing non metal items will have the items spewed out. Storing metal items that aren’t of monetary function (such as weapons or tools) will result in the items being dented and beaten and overall worthless once withdrawn.
For flavor: the appearance of the bag can vary depending on how paranoid or bold the creator was. It could be drab and covered in stains or it could be flashy and ostentatious.
Bag of Growing - Uncommon
This bag can store non intelligent plants and plant materials. Seeds, saplings and small plants can all be put in this bag without fear of withering or decaying. To take out a plant, place your hand into the bag and mentally picture it to have it brought to your hand. It has four compartments, and each can contain one of the following:
• one small plant no taller than four foot with its roots intact
• a row of seedlings in grow pots that take up a space no more than 15 feet long and 1 foot wide on the ground
• a box with pouches of seeds no larger than 2 cubic feet.
Plants in this bag will remain alive and healthy and grow at 1/10 of the Rare they would normally. If a plant outgrows it’s pouch then when it’s extracted it will be considered stunted and rootbound and not grow to its full size.
For the DM: this bag is supposed to be for transporting live plants, not long term storage. Farming communities will pool together their resources to buy one bag for the entire village so they can store seeds and seedlings for the next spring if they’re expecting a harsh winter. Druids will also use these bags to transplant healthy plants from one forest to a sickly forest to help rejuvenate the dying forest. Putting intelligent plants or other creatures in this bag will kill them from suffocation after 2d6 minutes. Storing non organic material in the bag will result in them being tarnished and rusted as if they’d been stored in wet warm soil and are therefore ruined.
For flavor: this bag is made of green hemp fibers woven together to form one large opening and three small pouches on the side. There’s a flap in the shape of an oak leave that covered the entrances for the compartments. It has a strap made of dried woven greases and a button to close it made of a twig. Some bags may feature the holy symbol for gods associated with agrarian life, others may feature Druidic symbols.
Bag of Clothing - Rare
To use this bag, place it on the floor open and speak it’s command word. The bag will widen to allow a medium humanoid to enter down a stairway to the extradimensional room. The room is 10x15 and is a simple closet with clothes racks, hangers, drawers, a single partitioned divider and a single mirror to the far side. It’s lit from an unknown source. While the bag is open you are able to treat it like a regular closet and change your attire. Once the bag is closed, all non clothing items will be ejected from the bag. The bag cannot store armor.
For the DM: this is used by many nobles who travel from kingdom to kingdom on diplomatic missions. It’s easier than lugging around suitcases and chests full of formal gowns. Adventurers who have a nack for picking up cloaks, hoods, robes, capes or other clothing material might find it useful. Jewelry is considered clothing but it must be stored in the drawer before closing the bag or it will be ejected.
For flavor: picture Hermiones satchel. It’s a clever satchel with elegant embroidery and a gilded cord loop opening
Barn Bag - very rare
This bag features six compartments, each of which has a 10x10 room that can hold one the following:
• one large creature
• two medium creatures
• three small creatures
• five tiny creatures
To use, speak the command word and the bag enterance will open to allow a large creature to fit inside. You have to have a mental image of the creature when you open the bag, and a vortex will suck that creature into the bag harmlessly if it’s within 10 feet. An unwilling creature can attempt to escape by making a DC 15 dexterity check. A creature with an intelligence of 4 or less automatically fails. A creature that is sentient (can understand or speak a language) can make that check with advantage and can repeat the check every morning until it escapes or is released. An incapacitated creature automatically failed the save, but is then stabilized and brought to 1 HP. While in the bag, the animals don’t age or require food or drink
For the DM: this bag is meant for temporary animal storage. Often used by ranchers and farm hands for transporting from one field to another easily, they are occasionally used by poachers to trap wild animals. Circuses are known to use several of these bags too to move their exotic performers easily. Adventurers find these bags to be an easy way to transport mounts or companions, though occasionally they are tasked with capturing a beast. While the animals won’t die of neglect, they can interact with other animals in he same compartemt so keep that in mind if your party wants to put a house cat in a room full of chickens. If a sentient creature (speaks and/or understands a language) is put in this bag for more than one consecutive week, it gains one point of cumulative madness for every consecutive week so keep that in mind if they want to put rare intelligent creatures in there long term.