Wondrous Item, rare

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

  • Planted: Takes an action, must be planted in dirt or natural ground, effects occur after 1 round.

  • Eaten: Takes a bonus action, effects apply immediately to the user.

  • 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

Item Tags: Damage Control Utility Combat

FeVolmir

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