This satchel appears in every way to be a Satchel of Superior Sorting and functions very similarly, it is a failed experiment by the same sorcerer that created the Sorting Satchel after all. But each time a pocket is created if there are more than 10 pockets total roll 1d20. On a 1 pick a pocket at random and that pocket is emptied into another dimension.

This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.
Interdimensional Hallways
Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.
This small wooden barrel is made of polished oak and is wrapped with brass bands. It looks like it would hold about 5 gallons but when you pour liquids into this barrel it seems to never overflow. It can hold 200 up to gallons, though it will never weigh more than 50 pounds, regardless of how much is in it. If you attempt to store anything except a liquid in the barrel it will only hold 1 cubic foot of material.
If you leave it sealed for an entire month, no matter what liquid was poured into the barrel it will be a stout ale of the same volume when poured out.
Placing this barrel inside an extradimensional space created by a Portable Hole, or similar item instantly destroys both items in a massive explosion of ale and light. Any creature within 10 feet of the barrel when it explodes becomes completely drunk and is Poisoned for a number of hours equal to 10 minus their Constitution modifier, even if they would otherwise be immune to the condition.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
This reinforced leather pack has a set of six glass spheres along its sides. These spherical vials are nearly indestructible from the inside, hold one gallon, and can seal once full. They seem to be connected through the pack to a hose via a set of magically enhanced tubes and nozzles but can be detached if desired.
As an action you can activate the apparatus, and attempt to capture a Tiny or smaller creature, a liquid, or something such as leaves or a cloud of flies, that you can touch. If the target is a creature they must succeed a DC 16 Dexterity or Strength saving throw (target’s choice) or be captured within one of the six vials. To use the apparatus in this way you must have at least one empty vial. If you wish to empty a vial you can do so as a bonus action on your turn, expelling the contents up to 15 feet away.
Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.
This deck of playing cards has a charred purple color almost as if it was put through a dying process. The stranger part of them though is that they all have 1 or more holes punched straight through them. After studying the cards for a long or short rest you figure out that the holes correspond to how strong the magic of the card is. Each numbered card has a number of holes punched in it equal to half its value rounded down. Face cards all have 5 holes, but aces are different. They only have a single hole, and its much larger than any of the other cards’ holes.
Using Cards
As an action you may draw a card and choose to either activate it or return it to the bottom of the deck. If you activate it you may create a number of 10 foot wide 10 foot deep extradimensional holes, within 60 feet of you, equal to to the number of holes on the card. If you so choose you can make any pit you have already created 10 feet deeper instead of creating a new pit.
Using Aces
The exception to the rules are the aces. When you activate an ace you may only create a single hole, but the hole is 20 feet wide and 2d4 x 10 feet deep. These holes can only be made deeper with another ace card.
Properties of the Holes
The space within these holes exist on separate demi-planes so they do not affect structural integrity or create open passages. Each minute after a pit is created it gets 10 feet shorter until it doesn’t exist at all or until you activate the card again. If you activate the card again the extradimensional space collapses and everything within the hole is rapidly expelled through the hole(s) in the card. Creatures that are expelled in this way take 2d10 bludgeoning damage. Once a card is used to create a hole any holes punched in it disappear and it becomes a mundane, albeit still purple, playing card.
This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts
As an action while wearing this gray pleated cloak you can wrap it around yourself and choose a type of heavy armor. You immediately appear to be wearing the armor you choose. This armor appears polished as if it is brand new, and with embellishments of your choice. This does not affect your AC and you are not considered to be wearing armor for the sake of any bonuses. This effect lasts until you remove the cloak or dispel it as an action. If a creature touches the armor, or makes a successful Intelligence (Investigation) check DC 15, they are immediately aware of the illusion but otherwise they are convinced so long as they did not see you begin the illusion.
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks.