This Bag of Beans is considered a special gift from Silvanus himself and can only be properly used by a druid or ranger. It draws its magic from the power of its holder, gaining effects and even regaining 1d6 beans at levels 8, 10 and 12. The beans can also be clearly differenciated by color. When its first opened it contains 3d4 dry beans and automatically attunes to its holder if they are a druid or ranger. For any other class, the bag behaves as a regular Bag of Beans and the beans have a muddy brown coloration. Depending on character level, the beans are red (levels 1-7), green (levels 8-9), blue (levels 10-11) or yellow (levels 12-20). Regained beans are colored according to these level threshholds as well. If the attunement ends, all beans disappear and dont reappear by attuning to the bag again. The bag then only regains beans at the next level threshhold. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you eat a bean, you take 5d6 force damage due to an internal magic explosion.
If you remove a bean from the bag and throw it, it explodes in a 10-foot radius, extending from where it hit the ground. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. This damage increases by 1d4 for each bean thrown, but your DM might rule that you can only throw a certain amount of beans according to the size of your character or that the beans likely don't all land in the exact same spot. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following tables (according to character level), determine it randomly by rolling a d100 or create an effect.
You may only want your DM to know the possible effects presented below. Players should ony continue reading after consulting their DM.
You may only want your DM to know the possible effects presented below. Players should ony continue reading after consulting their DM.
|
Level |
d100 |
Effect |
|
1-7 |
01-02 |
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
|
|
03-26 |
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
|
|
27-50 |
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
|
|
51-74 |
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
|
|
75-98 |
1d6 + 6 shriekers sprout |
|
|
99-00 |
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
|
Level |
d100 |
Effect |
|
8-9 |
01-02 |
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
|
|
03-18 |
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
|
|
19-34 |
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
|
|
35-50 |
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
|
|
51-66 |
1d6 + 6 shriekers sprout |
|
|
67-82 |
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke |
|
|
83-98 |
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
|
|
99-00 |
A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
|
Level |
d100 |
Effect |
|
10-11 |
01-10 |
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
|
|
11-20 |
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
|
|
21-30 |
A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |
|
|
31-40 |
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
|
|
41-50 |
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
|
|
51-60 |
1d6 + 6 shriekers sprout |
|
|
61-70 |
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke |
|
|
71-80 |
A hungry bulette burrows up and attacks. |
|
|
81-90 |
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days |
|
|
91-00 |
A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
|
Level |
d100 |
Effect |
|
12-20 |
01 |
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
|
|
02-10 |
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
|
|
11-20 |
A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |
|
|
21-30 |
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
|
|
31-40 |
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
|
|
41-50 |
1d6 + 6 shriekers sprout |
|
|
51-60 |
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |
|
|
61-70 |
A hungry bulette burrows up and attacks. |
|
|
71-80 |
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
|
|
81-90 |
A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
|
|
91-99 |
A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |
|
|
00 |
A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |
The DM might rule that the 12th level effects on a 91-99 and on a 00 are one time only. Additionally the DM can consult the liquor table presented below to determine the exact nature of the geyser described in the tables above. The DM can also roll any die to determine the temperature of the liquor. On an even roll its rather cold or freezing. On an odd roll its rather hot or at least room temperature. The DM can apply effects and/or damage according to the exact properties of the geyser.
|
d8 |
Liquor |
|
01 |
Acid |
|
02 |
Vinegar |
|
03 |
Beer |
|
04 |
Water |
|
05 |
Berry juice |
|
06 |
Tea |
|
07 |
Wine |
|
08 |
Mud |
Notes: druid or ranger, Damage, Control, Utility, Combat
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