The Plant Key
Target: Fertile, Earthy Surface
Keyhole Location: Anywhere on the Target
Insertion Time: Bonus Action
Turn Time: Free Action
Removal Time: None
Effect: When the Key is turned, a 30ft. x 30ft. area of the target that includes the space in which the Key was inserted sprouts a mess of twisting, tangled plants that begin to wither in 10 minutes. Until the plants begin to wither, the area counts as Difficult Terrain. Objects in this area of Size Small or smaller that are not worn or carried are pulled underground. When the plants begin to wither, any objects pulled underground by them resurface.
Target: Living Plant
Keyhole Location: Anywhere on the Target
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Free Action
Effect: When the Key is turned, anything affecting any of the target's Ability Scores or Hit Point Maximum are ended immediately. The target also regains all its Hit Points, its Exhaustion level is reduced to 0, its severed body members (fingers, legs, tails, and so on), if any, are restored, its wounds, if any, are closed, and all curses affecting the target end immediately, including the target's Attunement to cursed magic items. If the creature is Charmed, Frightened, Paralyzed, Petrified, or Stunned, the Condition ends. If the target is Prone, it can use its Reaction to stand up.
Once the Key has been used on a target, it cannot be used on that creature again until the next dawn.
Target: Dead Plant
Keyhole Location: Anywhere on the Target
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Free Action
Effect: When the Key is turned, if the target’s soul is free and willing, the target is restored to life with all its Hit Points. This closes all wounds, replaces any missing limbs or organs, neutralizes any poison, cures all diseases, reduces the target's Exhaustion level to 0, ends any effects reducing the target's Ability Scores or Hit Point Maximum, and lifts any curses affecting the creature when it died, including the target's Attunement to cursed magic items. If the target is Prone, it can use its Reaction to stand up.
Once the Key has been used on a target, it cannot be used on that target again until the next dawn.
The Plant Key can be used as an Improvised Weapon that deals 2d8 Piercing Damage on a Hit.
Alternatively, the Plant Key can be afixed to the end of a Melee Weapon or arrow, causing it to deal an additional 2d8 Piercing Damage.
The Plant Key allows its user to cast any of the following Spells at will when using it as a Spellcasting Focus:
Keyhole Location: Anywhere on the Target
Insertion Time: Bonus Action
Turn Time: Free Action
Removal Time: None
Effect: When the Key is turned, a 30ft. x 30ft. area of the target that includes the space in which the Key was inserted sprouts a mess of twisting, tangled plants that begin to wither in 10 minutes. Until the plants begin to wither, the area counts as Difficult Terrain. Objects in this area of Size Small or smaller that are not worn or carried are pulled underground. When the plants begin to wither, any objects pulled underground by them resurface.
Target: Living Plant
Keyhole Location: Anywhere on the Target
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Free Action
Effect: When the Key is turned, anything affecting any of the target's Ability Scores or Hit Point Maximum are ended immediately. The target also regains all its Hit Points, its Exhaustion level is reduced to 0, its severed body members (fingers, legs, tails, and so on), if any, are restored, its wounds, if any, are closed, and all curses affecting the target end immediately, including the target's Attunement to cursed magic items. If the creature is Charmed, Frightened, Paralyzed, Petrified, or Stunned, the Condition ends. If the target is Prone, it can use its Reaction to stand up.
Once the Key has been used on a target, it cannot be used on that creature again until the next dawn.
Target: Dead Plant
Keyhole Location: Anywhere on the Target
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Free Action
Effect: When the Key is turned, if the target’s soul is free and willing, the target is restored to life with all its Hit Points. This closes all wounds, replaces any missing limbs or organs, neutralizes any poison, cures all diseases, reduces the target's Exhaustion level to 0, ends any effects reducing the target's Ability Scores or Hit Point Maximum, and lifts any curses affecting the creature when it died, including the target's Attunement to cursed magic items. If the target is Prone, it can use its Reaction to stand up.
Once the Key has been used on a target, it cannot be used on that target again until the next dawn.
The Plant Key can be used as an Improvised Weapon that deals 2d8 Piercing Damage on a Hit.
Alternatively, the Plant Key can be afixed to the end of a Melee Weapon or arrow, causing it to deal an additional 2d8 Piercing Damage.
The Plant Key allows its user to cast any of the following Spells at will when using it as a Spellcasting Focus:
- Plant Growth
- Entangle
- Thorn Whip
- Ensnaring Strike
- Hail of Thorns
- Spike Growth
- Grasping Vine
- Tree Stride
- Wrath of Nature (not on rocks)
- Druid Grove
- Wall of Thorns
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