A simple cloth pouch with a golden wheat-like crop embroiled into it. The pouch was once traded between two deities as an apology for an apocalyptic disaster that almost came to pass.
The pouch is filled with dirt. The dirt may contain up to 6 seeds. It is not possible to check the pouch to see which seeds it contains, as digging through the dirt when looking into the pouch someone causes the creature to be unable to locate any seeds. As a bonus action, a creature may pull a seed out of the pouch and consume it. This causes the creature's body to turn partly plant-like, such as growing leaves. To determine the type of the seed, roll a d6 and apply the effect as shown in the Demeter's Boon table below. If certain conditions are met, an additional d6 may be rolled, the creature can select which d6 to use. Roll one more d6 for each of the following:
- Proficiency in either the Survival or Nature skill
- Having a (sub)class related to flora, such as Druid or Ranger
- Being of a plant-like race or a race particularly close to flora, such as Woads, Myconids, or Dryds
- Having a particular connection to flora from your backstory
A creature may have up to two boons activated at a time, however, activating a second boon comes with a drawback. Due to the degree of physical adaptation, the creature becomes part plant, taking on some of their weaknesses. While both boons are active, the creature is vulnerable to fire damage, has its movement speed reduced by 5 ft., has a -2 penalty on Dexterity saving throws, and spell effects that apply to plants also apply to the creature.
The effect of a boon lasts for 1 hour unless stated otherwise. As an action, all active boons can be deactivated. Afterward, the creature's body will return to normal in the next 30 minutes. The negative effects of activating 2 boons remain for this duration.
| Demeter's Boons | |
1 |
Sunflower seed |
Large leaves sprout from your body. For the next 30 seconds, as long as you are in direct sunlight, you regain 1d6 plus your PB of HP at the start of your turn. |
2 |
Acorn |
Your skin turns hard, transforming into bark. Your AC is increased by 1 and you are resistant to one of the following damages of your choice: non-magical piercing, slashing or, bludgeoning; or poison. |
3 |
Locust seed |
Sharp thorns grow out from your wrists and ankles, wrapping around your hands and feet. Your unarmed strikes deal an additional 1d4 piercing and 1d4 poisoning damage. |
4 |
Pollen orb |
Your bone marrow changes, causing it to mix your blood with poisonous spores. Whenever you take damage equal or above your hit die, toxic spores are released onto a a pot within 5 ft. around you. The spores linger for a number of turns equal to your Constitution modifier to a minimum of 1. Creatures starting their turn in the spores take 1d6 poison damage. When taking damage equal to at least 3 times your hit die in a single turn, the spores will occupy all space within 5 ft. of you instead. The damage dealt is increased to 1d10 Poison damage and an affected creature must succeed on a saving throw with a DC 10 plus your Constitution modifier or be poisoned for a number of turns equal to your Constitution modifier. You are unaffected by the spores. Creatures that do not need to breathe are also unaffected by the spores. |
5 |
Grape |
10 strong vines grow from various spots on your back. You may use a bonus action to utilize the vines to restrain a creature or anchor yourself.
- When restraining a creature, make a ranged weapon attack for every two vines used to restrain the creature. If at least one attack roll is successful, the creature becomes restrained. The DC to escape from the restrains is 8 + the number of vines used for the restrainment. Additionally, when restraining a creature, you and the restrained creature cannot move apart more than 15 ft. from each other through any non-magical means unless the vines are cut. If one creature either attempts or is forced to move beyond this range, the other creature either makes the same Strength saving throw with advantage or makes a contested Strength roll with advantage against the other creature. The space between you and the restrained creature becomes difficult terrain or impassible when at least 8 vines are used to restrain the target.
- When anchoring yourself, you can burrow your vines into the ground to make yourself harder to move. You gain the following benefits.
- You have a bonus equal to the number of vines used for anchoring to any Strength or Constitution rolls made to forcefully move you.
- You automatically succeed on a saving throw against being forcefully moved unless the effect is magical and directly moves you.
- You have a penalty on Dexterity saving throws equal to twice the number of vines used for anchoring.
- Your speed is reduced to 5 ft. and you can’t benefit from any bonus to your speed.
When the ground you attempt to burrow your vines into is tougher than dirt, it will take time for your vines to dig in. A ground like cobbled stone takes 2 rounds to anchor yourself into, while frozen dirt may take 3 rounds. Your vines cannot anchor you into terrains such as solid rock or metal.
A creature may directly attack your vines. The DC of your vines is 14 minus half the number of vines in the target location. Melee attacks automatically hit. An attack will destroy one vine for every 3 damage. The vines are immune to psychic damage and vulnerable to fire and cold damage. |
6 |
Golden apple seed |
You feel a strong attachment to nature as flowers sprout from your hair or fur and your eyes turn a deep green. You gain a number of points of nature energy equal to one and a half times your proficiency bonus. You use this energy to cast any spell from the Druid spell table, expanding a number of points of nature energy equal to the spell's level. Cantrips cost one nature point. The spell cannot be from a level greater than your proficiency bonus. Whenever you receive this boon, you may choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells. |
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