This bag contains 3d10 seeds when found. The bag itself weighs 1 pound no matter how many seeds remain and becomes nonmagical when empty.
If one or more seeds are dumped out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped seeds are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 1d12 / seed Force damage on a failed save or half as much damage on a successful one.
If you remove a seed from the bag, place it on the ground, and then water it, the seed disappears as it produces an effect 1 minute later where it was placed. Roll 1d20 for the effect on the table based on the Environment the seed is placed: Wilderness & Terrain, Structured & Civilized, or Underground & Ruins.
| Die Roll | Effect |
|---|---|
| 1 | Wildflowers burst forth in a 20-foot-radius. For 1 hour, the area is lightly obscured by drifting pollen; creatures that start their turn there must succeed on a DC 13 CON save or sneeze violently, giving disadvantage on the next attack roll they make before the end of the turn. |
| 2 | A ring of thorny brambles sprouts in a 15-foot radius (difficult terrain) for 24 hours. A creature that enters or starts its turn in the brambles takes 1d4 piercing damage. |
| 3 | A patch of nourishing herbs grows instantly. Up to 6 creatures can each use an action to eat/chew a handful, gaining 1d6 temporary hit points for 1 hour. |
| 4 | A fallen log appears (10 feet long), conveniently bridging a gap or providing half cover (DM adjudicates placement). It crumbles to mulch after 8 hours. |
| 5 | A beehive blooms on a nearby branch/rock face. A Swarm of Insects appears and is indifferent unless disturbed; if disturbed, it attacks the nearest creature for 1 minute, then disperses. |
| 6 | A sudden sinkhole opens beneath the seed in a 10-foot-radius, 10-foot-deep pit. Creatures in the area must make a DC 14 DEX save or fall in (taking 1d6 bludgeoning). The pit remains. |
| 7 | A spring erupts, creating a 10-foot-radius pool (2 feet deep) in 1 round. The water is fresh and clean; the pool lasts 24 hours, then seeps away. |
| 8 | A vine snare lashes out. The nearest creature within 30 feet must succeed on a DC 14 STR save or be Restrained for 1 minute (repeat save at end of each of its turns). The vines wither after 1 minute. |
| 9 | A sudden Gust-Stalk grows: a tall reed that, when touched, releases a 20-foot Cone of Wind. Creatures in the cone must succeed on a DC 13 STR save or be pushed 10 feet and knocked prone. The stalk vanishes after 1 use. |
| 10 | A patch of slick moss spreads in a 20-foot square for 1 hour. Creatures that move more than 10 feet on it must succeed on a DC 13 DEX (Acrobatics) check or fall Prone. |
| 11 | 1d4 Awakened Shrubs sprout (MM). Roll any die: odd = hostile; even = friendly. They last 1 hour, then become mundane shrubs. |
| 12 | A fruiting tree grows instantly with 2d10 fruit. Eating a fruit is an action; roll 1d6: (1–2) restores 2d4+2 HP, (3–4) grants advantage on the next saving throw within 1 hour, (5–6) acts as antitoxin for 1 hour. * Tree vanishes after 1 hour; fruit persists 7 days. |
| 13 | A stone menhir rises (10 feet tall). For 24 hours, beasts within 300 feet are calmer: Wisdom (Animal Handling) checks in that range have advantage. |
| 14 | A hunter’s fog rolls out in a 30-foot radius for 10 minutes (as Fog Cloud). |
| 15 | A stampede bursts through: Spectral Elk/Boar rush in a 60-foot-long, 10-foot-wide line. Creatures in the line must make a DC 15 DEX save or take 4d6 bludgeoning and be knocked prone (half damage on success). Then the animals vanish. |
| 16 | A Carnivorous Blossom (use Vine Blight statistics, MM) sprouts. Roll any die: odd = it attacks the nearest creature; even = it obeys the planter (as well as it can) for 10 minutes. |
| 17 | A localized quake ripples in a 30-foot radius. Each creature on the ground must succeed on a DC 15 DEX save or fall Prone; unsecured objects topple. |
| 18 | A Territorial Earth Spirit rises (use Earth Elemental statistics). It is bound to a 60-foot radius around the seed for 10 minutes. Roll any die: odd = it tries to drive all creatures away; even = it defends the planter and their allies. |
| 19 | An ancient standing stone circle erupts (20-foot radius). For 1 hour, creatures inside have Advantage on saves against being charmed or frightened. At the end, the stones sink back into the earth. |
| 20 | A world-tree shoots up into the sky (DM chooses height). Its upper branches reach a destination the DM chooses (a cliff top, a hidden druid grove, a giant nest, a cloud path, or even a planar threshold). The trunk remains for 1 hour, then turns to leaves that blow away. |
| Die Roll | Effect |
|---|---|
| 1 | A tidy hedge grows into a 10-foot-long, 3-foot-high divider (half cover) for 8 hours. |
| 2 | A flurry of papers erupts in a 20-foot radius for 1 minute. Creatures in the area have Disadvantage on Wisdom (Perception) checks relying on sight. |
| 3 | A streetlamp-like stalk sprouts, shedding Bright Light in 20 feet and Dim for 20 more for 24 hours. |
| 4 | A burst of soapwort foam fills a 10-foot cube for 1 minute. The area becomes Difficult Terrain; creatures that dash through it must succeed on a DC 12 DEX save or fall Prone. |
| 5 | A “helpful” signpost grows, pointing in a random direction and displaying a vague message (“SAFETY,” “TREASURE,” “EXIT,” etc., DM’s choice). It withers after 1 hour. |
| 6 | A bench and small awning sprout (fits up to 4 Medium creatures). They last 24 hours. |
| 7 | A cobblestone bulge heaves upward in a 15-foot-radius. Creatures there must make a DC 13 DEX save or be pushed 5 feet to the edge and knocked Prone. The uneven ground remains as Difficult Terrain. |
| 8 | A burst of fragrant baking: warm bread rolls appear (1d8). Eating one as an action grants 1d6 Temporary Hit Points for 1 hour. They stale after 24 hours. |
| 9 | A swarm of pigeons/rats/cats (DM’s choice) floods a 20-foot radius for 1 minute, providing light obscurement and imposing Disadvantage on Ranged Weapon Attacks through the swarm. |
| 10 | A polite alarm-bell vine wraps a nearby post/doorframe and rings loudly if a creature other than the planter passes within 10 feet. It lasts 8 hours. |
| 11 | A decorative statue in the planter’s likeness rises. It loudly praises or condemns the planter (roll any die: odd = condemns, even = praises) for 24 hours, then crumbles. |
| 12 | A kiosk sprouts stocked with mundane supplies worth up to 25 gp total (chalk, rope, ink, candles, rations, etc., DM’s choice). The kiosk vanishes after 1 hour; taken items remain. |
| 13 | A sudden fountain erupts 20 feet high for 1d4 minutes, spouting water, wine, ink, vinegar, or lamp oil (DM’s choice). The ground in a 20-foot radius becomes slick (DC 13 DEX save to avoid falling Prone when moving more than 10 feet). |
| 14 | An overgrown topiary animates (use Animated Armor statistics, but plant-themed). Roll any die: odd = hostile; even = friendly. It lasts 10 minutes, then becomes a normal topiary. |
| 15 | A fast-growing barricade of interlocked wood and ivy forms a 20-foot-long, 10-foot-high wall (AC 15, 30 HP per 10-foot section). It lasts 1 hour. |
| 16 | A “court summons” bloom: illusory magistrate’s voice fills 60 feet. Creatures of the DM’s choice within range must succeed on a DC 15 WIS save or be compelled to spend their next turn moving toward the seed by the safest route (as if briefly Command: “Approach”). |
| 17 | A small two-room townhouse bursts up from the ground (or unfolds from roots) occupying up to a 20-foot-square footprint (DM adjudicates fit). Inside is mundane furniture and a hidden compartment holding 2d10 × 10 gp in assorted coin. The house remains 8 hours, then collapses into mulch. |
| 18 | A squad of “civic guardians” arrives for 10 minutes. Roll any die: odd = they attempt to arrest/attack the planter; even = they target the planter’s enemies. |
| 19 | A clocktower sapling rockets up (60 feet). For 1 hour, time feels “tidy” nearby: creatures within 60 feet can’t be Surprised unless they’re Incapacitated, and Initiative rolls in that area have Advantage. Then the tower folds into a seedpod and vanishes. |
| 20 | A grand civic building erupts (courthouse, guildhall, or chapel—DM’s choice) with a sealed inner chamber containing a powerful occupant (a Helmed Horror, a Gladiator, or a Mage—DM’s choice). Roll any die: odd = it’s hostile and claims the area; even = it’s helpful for 10 minutes, then departs. The building remains 24 hours, then sinks away. |
| Die Roll | Effect |
|---|---|
| 1 | Pale mushrooms sprout in a 15-foot radius, shedding Dim Light for 1 hour. |
| 2 | Dust-lantern spores puff out in a 20-foot radius. Creatures there must succeed on a DC 13 CON save or cough, giving Disadvantage on the next Concentration check they make within 1 minute. |
| 3 | A patch of soft lichen coats a 10-foot-square wall/floor, granting Advantage on the next DC 12–15 check to climb or traverse that surface (DM’s call). It lasts 8 hours. |
| 4 | A rust-eater fungus appears on one metal object within 10 feet (DM’s choice if multiple). The object becomes Nonmagical and gains a -1 penalty to AC (armor/shield) or damage (weapon) for 24 hours (no effect on artifacts). |
| 5 | A bat swarm pours out and swirls for 1 minute in a 20-foot radius (light obscurement; Ranged Weapon Attacks through the area are at Disadvantage). |
| 6 | A shallow cave-in occurs in a 10-foot-radius above the seed. Creatures in the area must make a DC 14 DEX save or take 2d6 bludgeoning and be Restrained under rubble (action to free, DC 14 STR check). |
| 7 | A hidden draft reveals secret seams: for 10 minutes, creatures within 30 feet have Advantage on Intelligence (Investigation) checks to find secret doors/traps in the area. |
| 8 | A thin underground rivulet breaks through, flowing in a chosen direction (DM’s adjudication). It lasts 1 hour. |
| 9 | A cluster of crystal spikes erupts in a 15-foot Cone. Creatures in the cone must make a DC 14 DEX save or take 3d6 piercing (half on success). The crystals remain as Difficult Terrain. |
| 10 | A crawling hand-sized “ruin scarab” appears (harmless). If followed, it leads to the nearest doorway, stairwell, or passage within 300 feet, then crumbles. |
| 11 | 1d4 Shrieker Fungi sprout (MM), immediately active. |
| 12 | An ooze pod splits open: a Gray Ooze appears (MM). Roll any die: odd = it attacks the nearest creature; even = it slithers away unless attacked. |
| 13 | A funerary brazier ignites with Cold Flame for 24 hours. Undead within 60 feet have Disadvantage on attack rolls against creatures within 10 feet of the brazier. |
| 14 | A cracked sarcophagus lid rises, releasing a Skeleton Squad (2d4). Roll any die: odd = hostile; even = they obey the planter for 10 minutes, then collapse. |
| 15 | A Ruin-Ward Glyph blooms on a nearby surface. The first creature (other than the planter) to step within 10 feet triggers it: DC 15 WIS save or become Frightened of the seed for 1 minute (repeat save at end of turns). |
| 16 | A hungry Tunnel Predator appears (choose: Umber Hulk or Roper, DM’s choice). It is territorial to a 60-foot radius for 10 minutes. Roll any die: odd = hostile to all; even = hostile only to creatures that attack the planter first (DM adjudicates). |
| 17 | A forgotten stairwell rises, creating a new passage down or up (DM’s choice) that persists for 24 hours before crumbling shut. |
| 18 | A Guardian Statue animates (use Stone Golem’s appearance but stats of a Helmed Horror or Gargoyle, DM’s choice). It guards the seed’s spot for 1 hour, attacking intruders (roll any die: odd = includes the planter; even = excludes the planter and allies). |
| 19 | A buried vault breaks open: a 30-foot-square chamber with a sealed chest appears. The chest is trapped (DC 15 to notice, DC 15 to disarm; on trigger: 6d6 poison in a 10-foot radius, CON save DC 15 for half) and guarded by a Wight (MM). Treasure: DM’s choice roughly comparable to a CR 3–5 hoard. The chamber remains. |
| 20 | An Ancient Ruin-Spire erupts (up to 80 feet tall) with a spiral stair. At the top is a cracked archway that opens for 1 hour to a destination the DM chooses (a sealed wing of the dungeon, an Underdark cavern, a long-lost sanctum, or a different plane). When it closes, the spire collapses into rubble. |
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