Green Pop: Burly Bamboo
Tier I Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. Upon impact, a dense wall of bamboo rapidly grows, creating a 5 ft wide, 10 ft high barrier. The bamboo shield has an AC of 18 and 25 HP and is vulnerable to fire damage. The barrier provides full cover and lasts for 1 minute or until destroyed.
Green Pop: Exploding Cactus
Tier I Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a target location. Upon impact, a cactus rapidly grows and then explodes, releasing a burst of sharp needles. Creatures within a 10 ft radius must make a Dexterity Saving Throw versus your Brawl or Special Save DC or take 2d8 piercing damage. On a successful save, they take half damage.
Green Pop: Sprinkler
Tier I Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large, plant resembling a sprinkler system rapidly grows and starts spraying water in a 10 ft radius. Creatures in the area must make a Dexterity Saving Throw versus your Brawl or Special Save DC or take 2d6 bludgeoning damage and become wet. This can also be used to douse the area in water.
Green Pop: Wild Vines
Tier I Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property. On a successful hit the target must make a STR Save against your Brawl or Special 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 or Special Save DC or become grappled by the vines.
Green Pop: Hanabibana
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large, beautiful flowering plant blooms, releasing a burst of vibrant, multicolored petals. Creatures in a 20 ft radius must make a Wisdom Saving Throw versus your Brawl or Special Save DC or lower their attack rolls by 3 for 1 minute. The creature may reroll their save averting their gaze from the firework of flowers at the beginning of their turns during its duration.
Green Pop: Baku Bokkuri
Tier II Green Pop - Consumable Ammo
This Green Pop transforms into a cluster of spiky pinecones upon impact. The pinecones act as explosive devices, creating a 15 ft radius explosion after a delay of 1 round. Creatures within the explosion area must make a Dexterity Saving Throw against your Brawl or Special Save DC. On a failed save, they take 4d6 piercing damage; on a successful save, they take half damage. The pinecones are vulnerable to fire damage, causing them to detonate prematurely if exposed to fire.
Green Pop: Uchiwa Grass
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large fan-shaped plant grows, producing a strong wind. The wind creates a 20 ft cone, pushing creatures in the area 10 ft away from the origin. Creatures must make a Strength Saving Throw versus your Brawl or Special Save DC or be pushed back and take 2d6 bludgeoning damage from the force of the wind.
[8:20 PM]
Green Pop: Skull Seed Explosive
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at a target area. Upon impact, it explodes leaving behind a skull-shaped smoke cloud. Creatures in a 15 ft radius must make a Dexterity Saving Throw versus your Brawl or Special Save DC or take 4d6 fire damage. On a successful save, they take half damage.
Green Pop: Humandrake
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. Upon impact, several small, humanoid-shaped plants rapidly grow and embed themselves into the ground in a 10 ft radius. These plants lie in wait, ready to act when someone is at least 40ft airborne above them.
If a creature is in the air over the area occupied by the Humandrakes (such as from jumping, falling, or flying), the plants leap up to grab them. The creature must make a Dexterity Saving Throw versus your Brawl or Special Save DC or be restrained by the plants. On a failed save, the creature is pulled down and takes fall damage equal to the distance they fell (u1d6 per 10 feet) as well as an additional 2d6 bludgeoning damage from the plants. On a successful save, they avoid being restrained but still take 2d6 bludgeoning damage.
[8:20 PM]
Green Pop: Trampolia
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. Upon impact, a springy, trampoline-like plant grows, creating a 10 ft square area. The trampoline remains for 1 minute.
Reaction: As a reaction, the trampoline can be shot from a weapon with the Green Pop property to create the trampoline in an unoccupied space. Any creature within 10 feet of the trampoline can use it to negate fall damage. When the creature falls from a height, they can land on the trampoline to absorb the fall damage, preventing any damage from the fall.
Action: As an action, a creature can shoot the trampoline from a weapon with the Green Pop property to create it and then immediately use the trampoline to make a high jump, propelling themselves 30 feet into the air. This jump does not provoke opportunity attacks and allows them to reach elevated areas or avoid ground-based threats.
Green Pop: Boaty Banana
Tier II Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large banana plant rapidly grows and transforms into a floating boat-like platform. The Boaty Banana provides a floating surface that can hold up to 6 Medium creatures or equivalent weight. It lasts for 1 hour or until destroyed.
Green Pop: Green Devil
Tier II Green Pop - Consumable Ammo Ⓑ ·²⁵
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 Green Pop.
Green Pop: Rafflesia
Tier II Green Pop - Consumable Ammo Ⓑ ·²⁵
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 or Special Save DC or gain 1 rank of the Poisoned Condition.
Green Pop: Platanus Shuriken
Tier III Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property. Upon impact, a large, spinning, leaf-like shuriken made of hardened plant material flies out in a 15 ft radius. Creatures in the area must make a Dexterity Saving Throw versus your Brawl or Special Save DC or take 3d8 slashing damage. On a successful save, they take half damage.
Green Pop: Nemurisu
Tier III Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A calming, sleep-inducing plant grows, emitting a soothing mist in a 15 ft radius. Roll 5d8, the total is how many hit points of creatures this Green Pop can affect Creatures within the area must make a Constitution Saving Throw versus your Brawl or Special Save DC. If they fail they fall unconscious until someone damages them or one minute passes.The plant has an AC of 14 and 40 HP and is vulnerable to fire damage.
Green Pop: Electric Eel Vine
Tier III Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large vine infused with electric energy rapidly grows and lashes out at nearby creatures. The vine has an AC of 15 and 35 HP and is vulnerable to fire damage. It can make two melee attacks per round, each dealing 2d10 lightning damage. As a reaction when a creature moves within the Eel Vines 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 Green Pop.
Green Pop: Hebi Hanabi
Tier IV Green Pop - Consumable Ammo
When fired from a weapon with the Green Pop property, this pop green transforms into a burst of vibrant, fiery snake-shaped blossoms. Upon impact, a 15 ft radius area is engulfed in a chaotic display of flame and poisonous spines.
Fire Damage: The area immediately ignites, dealing 4d6 fire damage to all creatures within the radius. Affected creatures must make a Dexterity Saving Throw versus your Brawl or Special Save DC. On a failed save, they take full damage and are scorched by lingering flames; on a successful save, they take half damage and avoid most of the heat.
Poison Effect: Simultaneously, venomous spines erupt from the blossoms, striking any creature within the area. Creatures must also make a Constitution Saving Throw versus your Brawl or Special Save DC. On a failed save, they take an additional 2d6 poison damage and gain 1 rank of the Poisoned condition for 1 minute. On a successful save, they take half the poison damage and are not affected by the Poisoned condition.
Green Pop: Impact Wolf
Tier IV Green Pop - Consumable Ammo
This can be fired from a weapon with the Green Pop property at an unoccupied space. A large, wolf-like plant with powerful jaws appears. The Impact Wolf has an AC of 16 and 50 HP and is vulnerable to fire damage. It can make two bite attacks per round, each dealing 3d8+4 piercing damage. This wold can be commanded with a bonus action. You mayonly have one green pop construct up at once.