A small leather pouch enchanted with druidic glyphs. Contains 1d6+2 seeds. The bag regains 1d4+1 seeds at dawn.
“From fey groves and primordial forests, these seeds pulse with strange life. Chew them, plant them, or feed them to your steel — their magic finds a way.”
Each magic seed can be used in one of three ways: planted in soil, eaten, or merged into a weapon. The type of seed determines its magical effect — the chosen method determines its form.
Roll 1d8 to determine the type of seed:
Seed Types & Effects
| d8 | Seed Type | Planted | Eaten | Merged into Weapon |
|---|---|---|---|---|
| 1 | Flamefruit Seed | Grows into a bush that explodes after 1 round (20 ft radius, 3d6 fire dmg, Dex save DC 14) | Gain resistance to fire for 1 hour | Your next 3 weapon attacks deal +1d6 fire damage |
| 2 | Ironbark Seed | Grows into a 10 ft wide thorny hedge (half cover, lasts 1 min) | +2 AC for 1 minute | Weapon gains +1 to hit for 10 minutes, deals piercing instead of slashing |
| 3 | Wispseed | Grows into a glowing orb that gives dim light in 30 ft and casts faerie fire | Gain darkvision 60 ft for 8 hours | Weapon sheds bright light in 15 ft and adds +1d4 radiant damage |
| 4 | Bloomroot Seed | Creates a healing field (10 ft radius): any creature that ends its turn there regains 1d4 HP (lasts 1 min) | You regain 2d8+2 HP instantly | Your weapon heals you 1 HP each time you kill a creature (lasts 1 min) |
| 5 | Thornvine Seed | Vines lash out in 10 ft radius (DC 15 Str save or restrained, 1 min) | You can cast entangle once (DC 13) | On hit, weapon slows target (no reaction, half speed for 1 round) |
| 6 | Stormseed | Grows into a lightning rod that shocks creatures within 5 ft (2d8 lightning, Con save DC 14) | You gain advantage on Dex saves for 1 hour | Your weapon gains +5 ft reach and deals +1d8 lightning on a crit |
| 7 | Sporeling Seed | Grows into a puffcap that releases a 15 ft cloud (DC 13 Con save or poisoned for 1 min) | You gain advantage on saving throws vs poison/disease for 1 hour | On hit, weapon causes target to make Con save or be poisoned for 1 round |
| 8 | Eclipse Seed | Grows a shadow flower that casts darkness for 1 min | You gain invisibility for 1 round as a bonus action (once in next 10 min) | Weapon deals necrotic damage instead of its normal type for 10 min |
Mechanics Summary
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Planted: Takes an action, must be planted in dirt or natural ground, effects occur after 1 round.
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Eaten: Takes a bonus action, effects apply immediately to the user.
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Merged: Takes 1 minute of concentration while holding the weapon and seed. Effects last for 1 minute to 10 minutes depending on the seed.
Notes: Damage, Control, Utility, Combat
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