Verdant Vault (5e Equipment)

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Wondrous item, very rare (requires attunement)

The verdant vault is a wondrous item that resembles a miniature glass greenhouse, suspended from an unbreakable golden chain. The structure is composed of enchanted crystal panels framed with delicate gold, forming a small, pointed-roof box. Though it appears fragile, the vault and its chain are utterly indestructible—unless its own magic is overloaded.

Interior. The interior is magically expanded and filled with fertile farmland plots and modular raised planters. Each planter can simulate unique environmental conditions based on a small sample of dirt placed within it. The Vault will adjust to optimal temperature, humidity, and soil quality for the associated biome. Sunlight shines eternally inside, and each section is independently climate-controlled.

Planting Functionality.

  • Miniaturization: Seeds or full-grown plants shrink to a manageable size when placed inside the vault.
  • Tools: A pair of golden tweezers, affixed permanently to the inside of the lid, allow for precise handling. These cannot be removed or lost.

Living Quarters. Up to three Medium or smaller humanoid creatures may enter the vault through the lid. They may remain inside for up to 4 hours (one short rest).

  • After this time, they suffer from oxygen toxicity, taking 1d6 poison damage per hour. This damage increases by 1d6 each additional hour.
  • Creatures may exit freely unless the lid is held shut.

Usage Restrictions. The Vault only accepts living plants and humanoids. Attempting to place particular items or creatures in the vault causes the enchanted glass to develop hairline cracks. The cracks worsen over one minute, culminating in the vault's self-destruction. The restricted items and creatures are as follows:

  • Inanimate objects,
  • Corpses,
  • More than five non-plant-based items, or
  • More than three humanoids.


Destroying the Verdant Vault. When the verdant vault self-destructs:

  • All plant life inside instantly evaporates.
  • Any humanoids within are expelled and take 8d10 force damage.
  • Each expelled creature must make a DC 18 Charisma saving throw.
    • On a natural 1, the creature is completely disintegrated, leaving behind no body or soul.

Once destroyed, the vault cannot be repaired or restored by any means short of a wish spell.

Image Apr 6, 2025, 05 36 55 AM.png
5.00
(one vote)

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