ftafp
2021-06-28, 12:14 AM
5e has a problem: its crafting system sucks.
Absurd crafting times, a lack of customizability, and DM dependency all conspire to make it unusable in most campaigns, and those who do try it often find themselves wishing they just bought their item instead. Artificers have ways certain ways around this with infusions and magical tinkering, but with only a handful of available slots available, you can't exactly equip the whole party
Well, unsatisfied with this solution, I've turned to permanent-until-dispelled spells for my crafting. What I present here is a list of little inventions I've created or collected that should make artificing a bit more fun
Note: Before we get started I want to make something clear: While most of the following spells are on the Artificer spell list, Artificer isn't going to be the best class for crafting. Wizards and Bards will find themselves much more suited to this sort of thing, particularly Creation Bards because they don't have to worry about money. If you want the full experience however a 2-level artificer dip will give you magical tinkering, a bag of holding, a 1st level spellwrought tattoo, and more than enough goodies
Note 2: Check with your DM before using any of these. A number of them deal with things that are poorly worded or that WotC glaringly refused to explain the rules for
Security Chest
Spells Needed: Arcane Lock
Minimum Slot Level: 2nd
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a chest worth 5gp
One thing I love about small races is they have so many more options. They can ride on larger players and redirect attacks using Mounted Combatant, they can double as an improvised coaster or armrest, and they're really, really good at squeezing into tight spaces like chests putting them out of the way of attacks. Well, this item capitalizes on that by creating a portable bunker fo your little friends to hunker in. In combat, a small or smaller creature can squeeze inside the chest and close the lid to store themselves in full cover that per the wording of Arcane Lock is magically strengthened (the Dungeon Master's Guide suggests this would make it resistant to all damage), cant be opened by anyone but you or your allies and can't be targeted by most spells. At the start of their next turn they can just lift the lid, do their thing and then squeeze back inside and close the lid.
Note that because of the low weight, a medium character with high strength carry the chest strapped to their back fairly easily, resulting in a potent and hilarious murder backpack that many DMs will avoid targeting due to the general taboo against targeting carried objects
In addition to this far superior purpose, you could also presumably store things in the chest, making them inaccessible to thieves. I wouldn't do that though, as frankly it seems like a waste of a perfectly good hidey-hole
Devil's Lantern and Umbrella of Moil
Spells Needed: Continual Flame, Darkness
Minimum Slot Level: 3rd (Continual Flame), 2nd (Darkness)
Crafting Time: 1 action
Materials Needed: 50gp worth of material components, plus a Bullseye Lantern worth 10gp, or an opaque Umbrella or Parasol
Ever wanted to play a Devil's Sight build but been worried about pissing off your teammates? These are the items for you.
Before I explain how this works I want to straighten out 2 misconceptions:
Upcasting doesn't change the level of a spell: False. According to page 201 of the Player's handbook: When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. This means that when you upcast Continual Flame at 3rd level, it is a 3rd level spell, and Darkness will not dispel it. This does not change even if you upcast Darkness, since the spell states only spells of 2nd level or lower are effected
Darkness blocks line of sight: Partially correct. According to Darkness's description: A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The key here being nonmagical. Normal darkness like being inside a dark cave wouldn't prevent you from seeing the light outside it Darkness forbids this by blocking all nonmagical light, but a Continual Flame is magical light and should still be visible from within Darkness
Okay, let's get into the items. For the Devil's Lantern, crafting is pretty simple. Simply cast Continual Flame in the Bullseye Lantern at 3rd level or higher beforehand, and then cast Darkness in the heat of battle. The lantern will shed bright light in 20 foot cone and dim light in a 40 foot cone, both of which cut through magical darkness. This means you can aim it away from you. You and your allies will be in darkness but your enemies won't be. Because this is directional, you might find it useful to assign a familiar, invisible servant or the like to keep it pointed at an enemy and away from you and your allies. Remember that they can also fly overhead and use it as a spotlight. This will assure you have advantage on all attack rolls, but the best your enemy will be able to manage is advantage and disadvantage canceling out.
The Umbrella of Moil isn't much different. Simply light the tip of your umbrella with Continual Flame and then cast Darkness on something beneath it. Unlike the Devil's Lantern, the Umbrella of Moil can only obscure a single creature at a time, but because enemies can't step into your darkness they will make attack rolls against you at disadvantage.
Both the Lantern and the Umbrella can expand the number of magical darkness spells it works with through upcasting, but I would not advise this as the other spells that create magical darkness also hurt you while you stand in them. Not
Universal Detector
Spells Needed: Magic Mouth
Minimum Slot Level: 2nd
Crafting Time: 30 minutes (with spell slots) or 5.5 hours (with ritual casting)
Materials Needed: 300gp worth of material components, plus any nonmagic item that can serve as an earpiece (such as earmuffs, a warm hat or an appropriately shaped coin)
The Universal Detector is an earpiece designed to cut through subterfuge, pinpointing the location of liars, illusions, and unseen creatures within a 30 foot radius around you. In addition, the detector is designed to be upgradable, and can find anything as long as you know what to look for.
This item is going to come together in four blocks, each of which are composed of multiple castings of the spell Magic Mouth cast on the earpiece. When something is detected, each of these blocks will whisper a sentence fragment in your ear in sequence. this sequence will tell you what it detected and where.
Block 1: The most important block, Block 1 detects something audible or visible within 30 fet and tells you what it saw, saying "X detected". For this build we'll detect 4 things.
if an unseen source within 30 feet makes a noise: say "Invisibility detected"
if dust in the air passes through a creature or object that it not fluid or transparent: say "Illusion detected"
if you see a creature that I cannot draw a line of sight to: say "Sneaking detected"
if a creature that is talking experiences a sudden change in their pulse, breathing and sweatiness: say "Lie detected"
Block 2: Block 2 splits the horizontal area around you into 12 30º wedges, numbered from 0 (directly in front of you) to 11 (immediately left of 0). Each of these is watched by a casting of Magic Mouth. When Block 1 detects something, Each slice in Block 2 will determine if it sees the same thing between 5 feet away from you 30. An addition slice, consisting of the circular area within 5 feet of you is numbered 12. If it does detect the same thing as Block 1, it will say "-at Y" where Y is the number of the slice
Block 3: Block 3 splits Block 2 into 7 vertical 30º wedges, numbered from 0 (directly above you) to 6 (directly below you). Each of these is watched by a casting of Magic Mouth. When Blocks 1 and 2 detect something, Each slice in Block 3 will determine if it sees the same thing between 5 feet away from you 30. If it does detect the same thing as Block 1 and Block 2, it will say "-and Z" where Z is the number of the slice
Block 4: Block 4 splits the volume around you into 6 5-foot thick concentric spheres. Each of these is watched by a casting of Magic Mouth. If it does detect the same thing as Blocks 1, 2 and 3, it will say "-W feet away!" where W is the inner radius of the sphere.
The end result is that when something is detected, the Universal Detector will say "X detected at Y and Z, W feet away!"
Unflinching Attire
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a suit of clothing weighing less than 10 pounds
Ever get tired of people pushing you around, knocking you down, or falling off cliffs? Tire no more with Unflinching Attire. For the low, low cost of 25gp you can simply make your clothing immovable to anyone or anything other than you and maybe your allies if you're feeling trustworthy. Forced movement and the prone condition will be a thing of the past, and for those of you worried about getting stuck in mid-air, Jeremy Crawford said on twitter that when a spell says you "can" do something, you chose which you go with when you are given the opportunity. This means falling, much like acting like a jerk, getting sick or being a grizzly bear is a matter of choice. Just fall in short jolts. Your armpits will hate you but you won't take fall damage. That's a net win in my book
7-Flight Boots
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 50gp worth of material components (or 100gp for quadrupeds), plus boots, shoes, sandals or other footwear
Okay look, normally I'm against racism, but Halflings piss me off. The furry-footed runts of Homo Floresiensis have had it too good for too long with their "second breakfasts" and their "111th birthday parties", while the rest of us are protecting our manflesh beating off urk-hai with a stick. Well I for one am not going to take it anymore.
As a means to exact my revenge, I have found the schematics for a pair of shoes that will let you stair-step into the sky. These shoes will be available to the entire party, including mounts and pets, but halflings with their disgusting taboo against not putting their bare feet in every little mud puddle that might actually be manure are earth-bound, unable to enjoy the splendor of the skies. Like with the Unflinching Armor, you get to decide when and if you step down, though word of the wise you might want to get Unflinching Armor too, because if you don't and were these the next time someone tries to push you around you're going to break both your ankles
Executioner's Clothesline
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a length of wire and a weight
A great multi-purpose item all around. The Executioner's Clothesline has three very potent uses: strangling people-sized enemies, bisecting bigger ones, and restraining prisoners waiting to meet their fate.
Point 1 doesn't need much elaboration. Strangle someone with the wire then let go and let the spell handle the rest of it. RAW strangling is an improvised action, but if you want a frame of reference the Ettercap stat block has rules for strangling enemies you can work with.
Point 2 is a similar situation. Simply hang the wire in midair and wait for a big monster to come blindly barging into it. Having a weight at the end with make setup a breeze. Instead of needing to tie down one end and then draw it out, the weight can simply be throw, leaving the wire hanging in mid air. A familiar can also accomplish this for you without you wasting your action, as the method isn't really much of an attack.
Point 3 is a personal favorite. This is a great technique to use on targets who have been temporarily incapacitated by things like Tasha's Hideous Laughter, Hypnotic Pattern or Stunning Strike, extending the effective incapacitation and proving significantly harder to break out of than manacles, ropes or chains without requiring a massive bonus to Intelligence (Sleight of Hand) checks, making it perfect for familiars. Once again, RAW doesn't really provide rules for who you can tie up or how they're effected, but the Dimensional Shackles in the Dungeon Master's Guide at least provide a precedent for the former working on incapacitated enemies, and the latter can generally be surmised as "badly".
Bag of Buffing
Spells Needed: Glyph of Warding, plus any buff spells
Minimum Slot Level: 3rd
Crafting Time: 1 hour per buff
Materials Needed: 200gp worth of material components for each spell, plus a Bag of Holding or similar item and something to inscribe on
Note: If you are playing a Creation Bard to get around the money issue, do not use this trick. If you try, your DM will beat you to death in a Denny's parking lot at 2 AM
Spell Scrolls, who needs em? They take too long, cost too much, and don't make casting spells any quicker despite you putting in all that effort to prepping them ahead of time. Glyph of Warding is so much better, but it's got one teensy-tiny problem: you can't move it or you wasted your money. Luckily there is a way around it. How, you ask? Simple, you need a Bag of Buffing. Here's how it works
Let's say it's the end of the day and you've got a few spell slots left over. Who hasn't run into that? Well, if you have a Bag of Holding, or some other extradimensional storage device that you can simply reach your hand into like a Handy Haversack, you can turn that bag into a Bag of Buffing but simply taking something like a piece of paper and inscribing your glyph. Depending on your size you can either work wrist-deep in the bag or hide inside it and leave it open so you can get a breath of fresh air. Either way, you want to put in a spell glyph and you want to set the trigger condition to "when a hand in range makes a certain hand-sign unique to each glyph." Then in battle, all you need to do is stick your hand in the pocket, make the hand sign, and trigger the spell without using your action, targeting yourself
Now you may be wondering why we're using a bag of holding here. Can't you just use any bag? Well, no. See, the bag we're using here doesn't use normal carrying rules. The inside isn't really moving, the mouth of the bag is more of a portal to a tiny pocket in the substratum of reality. You put a glyph of warding in a normal bag and it shorts out the second you nudge it, but put it in a bag of holding and the bag can go wherever.
Bag of Illusions
Spells Needed: Major Image
Minimum Slot Level: 6th
Crafting Time: 1 action
Materials Needed: a Bag of Holding or similar item
Thought the Bag of Buffing wasn't badass enough? Check this one out.
Much the same deal as before. The extradimensional space isn't moving, which frees you from the burden of manually moving all your permanent illusions with you. When you need them, all you need to do is reach your hand in and use your action to move it. Ordinarily, spells wouldn't be able to pass through planar boundaries, but as this action only specifies that the start and end point must be in range, simply having one hand in the pocket and the rest of you out will make both the start and end points in range.
Illusionist Wizards will obviously get the biggest kick out of this item, but all others must prepare some illusions in advance that will fit in the bag. Looking into how contortionists, transforming robots and origami grandmasters operate is a good way to get the most out of a small storage space.
Absurd crafting times, a lack of customizability, and DM dependency all conspire to make it unusable in most campaigns, and those who do try it often find themselves wishing they just bought their item instead. Artificers have ways certain ways around this with infusions and magical tinkering, but with only a handful of available slots available, you can't exactly equip the whole party
Well, unsatisfied with this solution, I've turned to permanent-until-dispelled spells for my crafting. What I present here is a list of little inventions I've created or collected that should make artificing a bit more fun
Note: Before we get started I want to make something clear: While most of the following spells are on the Artificer spell list, Artificer isn't going to be the best class for crafting. Wizards and Bards will find themselves much more suited to this sort of thing, particularly Creation Bards because they don't have to worry about money. If you want the full experience however a 2-level artificer dip will give you magical tinkering, a bag of holding, a 1st level spellwrought tattoo, and more than enough goodies
Note 2: Check with your DM before using any of these. A number of them deal with things that are poorly worded or that WotC glaringly refused to explain the rules for
Security Chest
Spells Needed: Arcane Lock
Minimum Slot Level: 2nd
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a chest worth 5gp
One thing I love about small races is they have so many more options. They can ride on larger players and redirect attacks using Mounted Combatant, they can double as an improvised coaster or armrest, and they're really, really good at squeezing into tight spaces like chests putting them out of the way of attacks. Well, this item capitalizes on that by creating a portable bunker fo your little friends to hunker in. In combat, a small or smaller creature can squeeze inside the chest and close the lid to store themselves in full cover that per the wording of Arcane Lock is magically strengthened (the Dungeon Master's Guide suggests this would make it resistant to all damage), cant be opened by anyone but you or your allies and can't be targeted by most spells. At the start of their next turn they can just lift the lid, do their thing and then squeeze back inside and close the lid.
Note that because of the low weight, a medium character with high strength carry the chest strapped to their back fairly easily, resulting in a potent and hilarious murder backpack that many DMs will avoid targeting due to the general taboo against targeting carried objects
In addition to this far superior purpose, you could also presumably store things in the chest, making them inaccessible to thieves. I wouldn't do that though, as frankly it seems like a waste of a perfectly good hidey-hole
Devil's Lantern and Umbrella of Moil
Spells Needed: Continual Flame, Darkness
Minimum Slot Level: 3rd (Continual Flame), 2nd (Darkness)
Crafting Time: 1 action
Materials Needed: 50gp worth of material components, plus a Bullseye Lantern worth 10gp, or an opaque Umbrella or Parasol
Ever wanted to play a Devil's Sight build but been worried about pissing off your teammates? These are the items for you.
Before I explain how this works I want to straighten out 2 misconceptions:
Upcasting doesn't change the level of a spell: False. According to page 201 of the Player's handbook: When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. This means that when you upcast Continual Flame at 3rd level, it is a 3rd level spell, and Darkness will not dispel it. This does not change even if you upcast Darkness, since the spell states only spells of 2nd level or lower are effected
Darkness blocks line of sight: Partially correct. According to Darkness's description: A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The key here being nonmagical. Normal darkness like being inside a dark cave wouldn't prevent you from seeing the light outside it Darkness forbids this by blocking all nonmagical light, but a Continual Flame is magical light and should still be visible from within Darkness
Okay, let's get into the items. For the Devil's Lantern, crafting is pretty simple. Simply cast Continual Flame in the Bullseye Lantern at 3rd level or higher beforehand, and then cast Darkness in the heat of battle. The lantern will shed bright light in 20 foot cone and dim light in a 40 foot cone, both of which cut through magical darkness. This means you can aim it away from you. You and your allies will be in darkness but your enemies won't be. Because this is directional, you might find it useful to assign a familiar, invisible servant or the like to keep it pointed at an enemy and away from you and your allies. Remember that they can also fly overhead and use it as a spotlight. This will assure you have advantage on all attack rolls, but the best your enemy will be able to manage is advantage and disadvantage canceling out.
The Umbrella of Moil isn't much different. Simply light the tip of your umbrella with Continual Flame and then cast Darkness on something beneath it. Unlike the Devil's Lantern, the Umbrella of Moil can only obscure a single creature at a time, but because enemies can't step into your darkness they will make attack rolls against you at disadvantage.
Both the Lantern and the Umbrella can expand the number of magical darkness spells it works with through upcasting, but I would not advise this as the other spells that create magical darkness also hurt you while you stand in them. Not
Universal Detector
Spells Needed: Magic Mouth
Minimum Slot Level: 2nd
Crafting Time: 30 minutes (with spell slots) or 5.5 hours (with ritual casting)
Materials Needed: 300gp worth of material components, plus any nonmagic item that can serve as an earpiece (such as earmuffs, a warm hat or an appropriately shaped coin)
The Universal Detector is an earpiece designed to cut through subterfuge, pinpointing the location of liars, illusions, and unseen creatures within a 30 foot radius around you. In addition, the detector is designed to be upgradable, and can find anything as long as you know what to look for.
This item is going to come together in four blocks, each of which are composed of multiple castings of the spell Magic Mouth cast on the earpiece. When something is detected, each of these blocks will whisper a sentence fragment in your ear in sequence. this sequence will tell you what it detected and where.
Block 1: The most important block, Block 1 detects something audible or visible within 30 fet and tells you what it saw, saying "X detected". For this build we'll detect 4 things.
if an unseen source within 30 feet makes a noise: say "Invisibility detected"
if dust in the air passes through a creature or object that it not fluid or transparent: say "Illusion detected"
if you see a creature that I cannot draw a line of sight to: say "Sneaking detected"
if a creature that is talking experiences a sudden change in their pulse, breathing and sweatiness: say "Lie detected"
Block 2: Block 2 splits the horizontal area around you into 12 30º wedges, numbered from 0 (directly in front of you) to 11 (immediately left of 0). Each of these is watched by a casting of Magic Mouth. When Block 1 detects something, Each slice in Block 2 will determine if it sees the same thing between 5 feet away from you 30. An addition slice, consisting of the circular area within 5 feet of you is numbered 12. If it does detect the same thing as Block 1, it will say "-at Y" where Y is the number of the slice
Block 3: Block 3 splits Block 2 into 7 vertical 30º wedges, numbered from 0 (directly above you) to 6 (directly below you). Each of these is watched by a casting of Magic Mouth. When Blocks 1 and 2 detect something, Each slice in Block 3 will determine if it sees the same thing between 5 feet away from you 30. If it does detect the same thing as Block 1 and Block 2, it will say "-and Z" where Z is the number of the slice
Block 4: Block 4 splits the volume around you into 6 5-foot thick concentric spheres. Each of these is watched by a casting of Magic Mouth. If it does detect the same thing as Blocks 1, 2 and 3, it will say "-W feet away!" where W is the inner radius of the sphere.
The end result is that when something is detected, the Universal Detector will say "X detected at Y and Z, W feet away!"
Unflinching Attire
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a suit of clothing weighing less than 10 pounds
Ever get tired of people pushing you around, knocking you down, or falling off cliffs? Tire no more with Unflinching Attire. For the low, low cost of 25gp you can simply make your clothing immovable to anyone or anything other than you and maybe your allies if you're feeling trustworthy. Forced movement and the prone condition will be a thing of the past, and for those of you worried about getting stuck in mid-air, Jeremy Crawford said on twitter that when a spell says you "can" do something, you chose which you go with when you are given the opportunity. This means falling, much like acting like a jerk, getting sick or being a grizzly bear is a matter of choice. Just fall in short jolts. Your armpits will hate you but you won't take fall damage. That's a net win in my book
7-Flight Boots
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 50gp worth of material components (or 100gp for quadrupeds), plus boots, shoes, sandals or other footwear
Okay look, normally I'm against racism, but Halflings piss me off. The furry-footed runts of Homo Floresiensis have had it too good for too long with their "second breakfasts" and their "111th birthday parties", while the rest of us are protecting our manflesh beating off urk-hai with a stick. Well I for one am not going to take it anymore.
As a means to exact my revenge, I have found the schematics for a pair of shoes that will let you stair-step into the sky. These shoes will be available to the entire party, including mounts and pets, but halflings with their disgusting taboo against not putting their bare feet in every little mud puddle that might actually be manure are earth-bound, unable to enjoy the splendor of the skies. Like with the Unflinching Armor, you get to decide when and if you step down, though word of the wise you might want to get Unflinching Armor too, because if you don't and were these the next time someone tries to push you around you're going to break both your ankles
Executioner's Clothesline
Spells Needed: Immovable Object
Minimum Slot Level: 2nd (Temporary) or 6th (Permanent)
Crafting Time: 1 action
Materials Needed: 25gp worth of material components, plus a length of wire and a weight
A great multi-purpose item all around. The Executioner's Clothesline has three very potent uses: strangling people-sized enemies, bisecting bigger ones, and restraining prisoners waiting to meet their fate.
Point 1 doesn't need much elaboration. Strangle someone with the wire then let go and let the spell handle the rest of it. RAW strangling is an improvised action, but if you want a frame of reference the Ettercap stat block has rules for strangling enemies you can work with.
Point 2 is a similar situation. Simply hang the wire in midair and wait for a big monster to come blindly barging into it. Having a weight at the end with make setup a breeze. Instead of needing to tie down one end and then draw it out, the weight can simply be throw, leaving the wire hanging in mid air. A familiar can also accomplish this for you without you wasting your action, as the method isn't really much of an attack.
Point 3 is a personal favorite. This is a great technique to use on targets who have been temporarily incapacitated by things like Tasha's Hideous Laughter, Hypnotic Pattern or Stunning Strike, extending the effective incapacitation and proving significantly harder to break out of than manacles, ropes or chains without requiring a massive bonus to Intelligence (Sleight of Hand) checks, making it perfect for familiars. Once again, RAW doesn't really provide rules for who you can tie up or how they're effected, but the Dimensional Shackles in the Dungeon Master's Guide at least provide a precedent for the former working on incapacitated enemies, and the latter can generally be surmised as "badly".
Bag of Buffing
Spells Needed: Glyph of Warding, plus any buff spells
Minimum Slot Level: 3rd
Crafting Time: 1 hour per buff
Materials Needed: 200gp worth of material components for each spell, plus a Bag of Holding or similar item and something to inscribe on
Note: If you are playing a Creation Bard to get around the money issue, do not use this trick. If you try, your DM will beat you to death in a Denny's parking lot at 2 AM
Spell Scrolls, who needs em? They take too long, cost too much, and don't make casting spells any quicker despite you putting in all that effort to prepping them ahead of time. Glyph of Warding is so much better, but it's got one teensy-tiny problem: you can't move it or you wasted your money. Luckily there is a way around it. How, you ask? Simple, you need a Bag of Buffing. Here's how it works
Let's say it's the end of the day and you've got a few spell slots left over. Who hasn't run into that? Well, if you have a Bag of Holding, or some other extradimensional storage device that you can simply reach your hand into like a Handy Haversack, you can turn that bag into a Bag of Buffing but simply taking something like a piece of paper and inscribing your glyph. Depending on your size you can either work wrist-deep in the bag or hide inside it and leave it open so you can get a breath of fresh air. Either way, you want to put in a spell glyph and you want to set the trigger condition to "when a hand in range makes a certain hand-sign unique to each glyph." Then in battle, all you need to do is stick your hand in the pocket, make the hand sign, and trigger the spell without using your action, targeting yourself
Now you may be wondering why we're using a bag of holding here. Can't you just use any bag? Well, no. See, the bag we're using here doesn't use normal carrying rules. The inside isn't really moving, the mouth of the bag is more of a portal to a tiny pocket in the substratum of reality. You put a glyph of warding in a normal bag and it shorts out the second you nudge it, but put it in a bag of holding and the bag can go wherever.
Bag of Illusions
Spells Needed: Major Image
Minimum Slot Level: 6th
Crafting Time: 1 action
Materials Needed: a Bag of Holding or similar item
Thought the Bag of Buffing wasn't badass enough? Check this one out.
Much the same deal as before. The extradimensional space isn't moving, which frees you from the burden of manually moving all your permanent illusions with you. When you need them, all you need to do is reach your hand in and use your action to move it. Ordinarily, spells wouldn't be able to pass through planar boundaries, but as this action only specifies that the start and end point must be in range, simply having one hand in the pocket and the rest of you out will make both the start and end points in range.
Illusionist Wizards will obviously get the biggest kick out of this item, but all others must prepare some illusions in advance that will fit in the bag. Looking into how contortionists, transforming robots and origami grandmasters operate is a good way to get the most out of a small storage space.