Pre-req: Pop Green Proficiency
Pop Green: Numbing Ivy
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a creature within 30 feet. On a successful hit, the target must make a Constitution Saving Throw versus your Brawl Save DC or have disadvantage on all attack rolls and ability checks until the end of their next turn.
Pop Green: Wild Vines
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property. On a successful hit the target must make a STR Brawl Save DC or become grappled by vines. The vines have an AC of 14 and 20 HP and are vulnerable to Fire damage. Alternatively you can fire this at an 10 ft square area. The first creature that enters the area must make a STR Save versus your Brawl Save DC or become grappled by the vines.
Pop Green: Pop Javelin
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property in a 15 ft line. Creatures in the target area must make a Dexterity Saving Throw versus your Brawl Save DC or take 2d6+Dex Mod piercing damage or half as much on a successful save.
Pop Green: Numbing Ivy
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a creature within 30 feet. On a successful hit, the target must make a Constitution Saving Throw versus your Brawl Save DC or have disadvantage on all attack rolls and ability checks until the end of their next turn.
Pop Green: Sticky Web
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a point within 30 feet. A 10 ft radius area becomes covered in sticky webbing. Creatures that start their turn in the area or enter it for the first time must make a Strength Saving Throw versus your Brawl Save DC or have their movement speed reduced to 0 until the end of their next turn.
Pop Green: Bamboo Spear
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property in a straight line up to 30 feet. The first creature in the line must make a Dexterity Saving Throw versus your Brawl Save DC or take 2d10 piercing damage as a bamboo spear shoots up from the ground. On a successful save, the creature takes half damage.
Pop Green: Thorn Blast
Tier I Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property in a 20 ft cone. Creatures in the area must make a Dexterity Saving Throw versus your Brawl Save DC or take 3d6 piercing damage as sharp thorns shoot out in all directions. On a successful save, creatures take half damage.
Pre-req: Pop Green prof/ Level 5
Pop Green: Spore Cloud
Tier II Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a point within 30 feet. A 15 ft radius cloud of spores spreads out from that point. Creatures that start their turn in the cloud or enter it for the first time must make a Constitution Saving Throw versus your Brawl Save DC or be Blinded until the start of their next turn.
Pop Green: Rafflesia
Tier II Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large sized flower that produces a foul odor springs forth in the targeted location. The flower has an AC of 14 and 50 HP and are vulnerable to Fire damage. The flower occupies a 10x10 foot square and creatures that start their turn within or move within 10 ft of the flower must must a Constitution Saving Throw Versus your Brawl Save DC or gain 1 rank of the Poisoned Condition.
Pop Green: Green Devil
Tier II Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large Venus Flytrap springs forth in the targeted location. The Flytrap has an AC of 16 and 40 HP and are vulnerable to Fire damage. The Venus Flytrap has reach on its attack and deals 1d8+4 Acid Damage on a hit. As a reaction on your turn when a creature moves within the Venus Flytraps reach you may make an attack of opportunity using the Venus Flytrap which has an attack bonus equal to what you used to fire the 5Green Pop.
Pop Green: Healing Herb
Tier II Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a creature within 30 feet. On a successful hit, the target regains 2d8+4 HP as the herb releases a burst of healing energy. This cannot be used to damage creatures and has no effect on undead or constructs.
Pop Green: Thorny Shield
Tier II Pop Green - Consumable Ammo
This can be fired from a weapon with the Green Pop property at yourself or an ally within 15 feet. The target gains a shield of thorns that grants a +2 bonus to AC and deals 1d6 piercing damage to any creature that hits the shielded target with a melee attack. The shield lasts for 1 minute or until dispelled.
Pre-req: Prof with Pop Greens/ Level 10
Pop Green: Saragasso
Tier III Pop Green - Consumable Ammo
This creates a mass of seaweed covering a 50 ft by 50 ft area. Creatures within this area must make a Strength Saving Throw versus DC 21 or become restrained. Restrained creatures can repeat the save at the start of their turn. Alternatively, a creature can attempt to break the Saragasso, which has 120 HP and a damage cap of 10 per hit unless struck by a weapon with the Massive property.
Pop Green: Giant Rafflesia
Tier III Pop Green - Consumable Ammo
When fired, this creates a massive flower occupying a 30 ft by 30 ft area. Creatures starting their turn within 30 ft of the flower must make a Constitution Saving Throw versus your Brawl Save DC or gain 2 ranks of the Poisoned condition.
Pop Green: Humandrake
Tier III Pop Green - Consumable Ammo
This Pop Green summons humandrakes in a 20 ft area around the target location. These creatures gnaw and scratch all living things in the area, causing creatures to take 2d6 piercing and 2d6 slashing damage at the start of their turn. To remove the humandrakes, creatures must spend a full turn action. The humandrakes count as Meito and Haki-infused for the purpose of bypassing resistances.
Pop Green: Trampolina
Tier III Pop Green - Consumable Ammo
When fired, a harmless-looking plant sprouts in a 10 ft by 10 ft area. Creatures stepping onto this plant are launched 2d10 × 10 ft into the air at a slight angle, falling to the ground afterward. The plant remains active and continues to launch creatures stepping into its area. Falling damage applies if they hit a surface or person based on the remaining distance.
Pop Green: Nemurisu
Tier III Pop Green - Consumable Ammo
When fired, creatures within range fall asleep if the combined result of the dice equals or exceeds their HP. Targets remain asleep for the duration of a long rest or until they are damaged.
Pop Green: Yabusame Devil
Tier III Pop Green - Consumable Ammo
This creates a larger version of the Green Devil with AC 20 and 80 HP. It is vulnerable to fire damage. The Yabusame Devil has reach 3 ft and deals 2d10+8 acid damage on a hit. As a reaction, when a creature moves within its reach, it can make an opportunity attack with an attack bonus equal to yours for firing Pop Greens.
Pop Green: Sea Devil (Variant)
Tier III Pop Green - Consumable Ammo
This variant functions underwater and replaces vulnerability to fire with vulnerability to lightning.