Wondrous Item, rare

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.

 


 

Wilderness & Terrain (1d20)
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.

 


 

Structured & Civilized (1d20)
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.

 


 

Underground & Ruins (1d20)
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.
KentVela

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