Upon a player pulling an object out of the bag the DM should replace the item on the list with something based on the table below.

If another object (or the same object) is attempted to be placed in the bag for a third time within a month of the second attempt, the bag then devours your object, sends it into a void, and it disappears from existence. The bag then cannot be used for a week and additional attempts reset timer.

If another object (or the same object) is attempted to be placed in the bag a second time within a week, the bag shakes more violently and hits anyone within 5ft of the bag for 1d4 bludgeoning damage. The bag sounds like it retches spits the object out along with a few strands of the interior of the bag. It then cannot be used for another 72 hours.

Placing an object in the bag results in the bag beginning to shake violently and fall to the ground. It belches loudly and spits out the object. The bag then cannot be attempted to be used for another 24 hours.

Looking into this bag reveals nothing as you only see the bottom of an empty bag.

At least 7 days between attempts you can reach into the bag and remove a random object determined by a d100. Any object that is removed from the bag is permanently brought into existence and will not disappear after any time limit.

This bag is an extremely flamboyant violet color, with a large golden question mark imprinted on one side and is made of the finest silk.

Cursed. When this belt is put on the wearer must immediately make a Constitution Saving throw (DC20) or will be permanently transformed into the opposite gender. The persons abilities, mind, and spirit are completely unaltered but their physical appearance instantly changes to one a beautiful person of their race but of the different sex.

When worn these earrings are able to be used to send voice communications to each earring that has been enchanted together. They have a range of 1000 feet but you can hear those that use the earrings as if they were right next to you. Only the wearer can hear the message being spoken and only one creature can speak at a time.

Cursed. Once attuned to the wielder they can't use another weapon they possess. If they attempt to use another weapon while attuned to the Death Sword they take 6d6 psychic damage. The curse may be removed and the attunement to the weapon can end after using Greater Restoration. Once the attunement is ended they cannot reattune to the Death Sword.

Black Blade. This sword was once wielded by the Death Knight of the Whispered One. On a hit, it deals an additional 4d8 necrotic damage to the target.

You gain +2 to attack and damage rolls while using this sword.

When you use your Reckless Attack feature while wielding this weapon it's damage die become a d20 until the end of your turn.

If you roll a critical hit on your target you triple your damage dice but the wielder takes 1d8 psychic damage.

This monstrous axe is hideously unbalanced with all of its weights being concentrated in the head. It's seems to be built to swing once in the direction of your target, but with a prayer to whatever god may listen that you do not miss your target.

As an action, you can click your heels together to activate these boots. When they are activated, you gain a +10 to Stealth and gain advantage on Stealth checks. Also, any creature attempting to detect your stealth movements suffer a -10 penalty to perception against you. This effect lasts for 10 minutes. Can only be used once per day.

Cursed. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are able to dispel the curse; simply removing the armor fails to end the curse. When cursed, you have vulnerability to the other two damage types that you are not resistance to with this armor.

While wearing this armor you have Resistance to one of the following damage types: (1,4) bludgeoning, (2,5) piercing, (3,6) slashing. Roll 1d6.

At dawn, every day you must roll a d10. On a 1 the ring deals 3d6 physic damage.

This ring allows the wearer to select one 5th level or lower spell to be considered a cantrip when equipped. Once the spell is selected it is locked into the ring and the one who wears it can now cast that spell as a cantrip. The spell cannot be changed once it is locked into the ring.

The Hammer of Mending Wondrous Item, Uncommon You can use you action to strike this light hammer on an object and cast the Mending cantrip on it. It does not require the two lodestones to be cast. The hammer strike does not damage the object further. Mending. Range, touch. Instantaneous. This spell will repair a single break or tear in an object you use it on. Such as a broken chain link, two halves of a key, a torn cloak, or a leaky wineskin. As long as the break or tear is no longer than 1 foot in any direction you can mend it leaving no trace of the damage. This spell can restore the physical form of a magical item but cannot restore the magic to the item.

Percival's Monocle Wondrous Item, Uncommon An ornate and gem encrusted monocle that has a slight rose tint to the glass. When worn the wearer will believe that they are actually more intelligent than anyone else currently around them. This compels the wearer to educate, inform, advise on, enlighten, simplify, or correct any piece of information with no regard at all of its accuracy.

Quill of the Stupendous Scribe Wondrous Item, Rare This very ornate quill with a blown glass tip and large peacocks feather can never run out of ink and upon writing the user can choose which color ink you wish to write with. Any and all writing is permanent to the object written on, unless that object is destroyed. Any spelling or grammar mistakes are instantly fixed by the quill.

Ring of Greater Invisibility Ring, Very Rare, Requires Attunement A relatively simple looking ring with elven runes carved around it. While wearing the ring, using an action, the wearer becomes invisible. While the wearer is in the same place he or she is unable to be detected. If they are moving their footsteps are quieter. As a bonus action, you can become visible again. The wearer loses invisibility if hit by an object, draws a weapon, falls unconscious, or casts a spell. Cursed. Upon becoming invisible the wearer is unable to see beyond 5 ft and has a hard time to hearing as their bodily functions are amplified 100-fold in their mind. Every minute the ring is active the wearer takes 1d4 Psychic Damage.

Ring of Many Forms Ring, Legendary, Requires Attunement A very plain brass ring with runes etched on the interior of the band. It has a slight tarnish. Check This Out. While wearing this ring you can expend a charge as an action to cast Alter Self. If attuned to a creature that could cast Alter Self that creature gains an additional hour per charge expended. If attuned to a creature that can cast Alter Self the spell is no longer considered a concentration spell. 5 Charges. This ring regains 1d4+1 charges at dawn each day.

Ring of Truth Ring, Rare Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. Cursed. The wearer of this ring is rendered unable to tell a deliberate lie, in either speech or in writing. The wearer can choose to not communicate but must make a Wisdom saving throw (DC15) to avoid answering the question truthfully.

Shield of Missile Attraction Shield, Requires Attunement While holding this wooden shield you have resistance to damage from ranged weapon attacks. Cursed. Attuning to this shield curses you until you are targets by a Remove Curse spell or similar magic. Simply removing the shield fails to end the curse. Whenever a ranged attack is made against the target within 10 feet of you the curse causes you to become the target instead.

Silken Rope of Strength Wondrous Item, Very Rare This fifty foot length of rope is a beautiful red silk. Upon using the command word, it becomes as hard a thick steel and it cannot be moved. The second word has it revert to its original form. The items command word can only be used once per day.

Swiftshot Bow Longbow, Very Rare, Requires Attunement You gain +1 to attack and damage rolls made with this weapon. Quick as the Wind. As a bonus action, you gain a rush in speed gaining an extra attack to the same effect as a very short-lived haste spell. You can only use this effect three times per long rest. Cursed. You have disadvantage on all attack rolls that are made in sunlight with this weapon. If you roll a natural one with this weapon you take 1d8 bludgeoning damage and get a bruise on your off hand wrist.