Wondrous Item, rare

This small bag made from woven plant fibers contains a number of enchanted seeds from the Eastern Woad civilization. These seeds are commonly used by the Eastern Woads as gifts or one of the many goods used in trading with other races. The seeds all resemble simple sunflower seeds but come in a variety of colors, with each color marking a different use.

The seeds and effects are arranged as follows: Color of seed, number of that color of seed in the bag, effect of the seed. Each bag has a set number of seeds, and after the last one is used the item is nothing more than a normal bag.

 Green, 30. As an action you may plant this seed in dirt within 5 feet of you. At the start of your next turn a Pea Shooter (AC: 12, Hp: 6, Movement speed: 0) sprouts from the ground filling a 5-foot square. As a bonus action, you can tell any number of Pea Shooters that can hear your voice to fire at a target you can see within range of the Pea Shooter or give a standing order to fire at certain creature types (i.e., humanoid, plant, undead etc.) when within range. Pea Shooter. Ranged Attack: +6 to hit, range 45/60 ft. one target. Hit: 7 (2d6) bludgeoning damage.

Yellow, 15. As an action you may plant this seed in dirt within 5 feet of you. At the start of your next turn a Sunflower (AC: 12, Hp: 6. Movement speed: 0) sprouts from the ground filling a 5-foot square. As a bonus action, you can tell a single Sunflower you can see to heal an ally of your choice that is within 15 feet of the Sunflower. The ally you choose heals for 3d6 hit points. The Sunflower also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Brown, 10. As an action you may plant this seed in dirt within 5 feet of you. At the start of your next turn a Wall Nut (AC: 18, Hp: 36, resistant to all damage, Movement speed: 0) sprouts from the ground filling a 10-foot (L) by 5-foot (W) by 5-foot (H) rectangle.

Black, 10. As a bonus action you may throw this seed to a point you can see within 30 feet of you. At the start of your next turn a patch of Spikeweed grows in a 20-foot radius centered on the point you thru the seed, and the Spikeweed lasts for 10 minutes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The Spikeweed on the ground is camouflaged to look natural. Any creature that can't see the area at the time the seed is thrown must make a Wisdom (Perception) check (DC 15) to recognize the terrain as hazardous before entering it.

Purple, 5. As an action you may plant this seed in dirt within 5 feet of you. At the start of your next turn a Chomper is summoned. You can only have one Chomper summoned in this way at any given time, the Chomper is friendly towards you and your allies, and withers to ash if dropped to 0 hit points. The Chomper has the stats of an Allosaurus but counts as a plant and is vulnerable to fire damage. The Chomper takes its turn immediately after yours and takes the dodge action unless you use your bonus action to command it. 

 

BruceBadBack

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