Bramble Token Cuff
This green ear cuff magically grips and coils around your ear while you're wearing it. You can use an action to speak the cuff's command word and throw it on the ground at a point you can see within 30 feet of you. The cuff then shatters, destroying it, and immediately grows into a mass of twisting vines and thorns in one of the following shapes of your choice:
Circle. The thorns grow in a 20-foot-radius circle on the ground that's centered on the point where the cuff landed. The area becomes difficult terrain for the duration, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Cone. The thorns extend in a 30-foot cone originating from the point where the cuff landed in a direction of your choice. Each creature in the area must make a DC 13 Strength saving throw. On a failed save, a creature takes 2d8 piercing damage and is grappled for the duration. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach from the thorns on a success. Dealing 10 fire or slashing damage to the thorns (AC 10) also frees the creature without harming it, ending the effect. On a successful save, a creature takes half as much piercing damage and isn't grappled.
Cylinder. The thorns erupt into a towering pillar of scraggly vines. The pillar is a 5-foot-radius, 40-foot-high cylinder. If the space isn't large enough for the vines, they harmlessly grow to fit the space. A creature in the area of the cylinder when it appears is either pushed to the nearest unoccupied space within 5 feet of it or is lifted on top of the pillar (its choice).
Line. The thorns create a dense wall of bramble-like brush in a straight line up to 30 feet long, 10 feet high, and 6 inches thick. A creature can move through the wall using an action to pull and fight through the tangled mass of painful thorns. When it does, the creature takes 2d8 piercing damage and can't move until the start of its next turn. Dealing 10 fire or slashing damage to the wall (AC 10) temporarily destroys a 5-foot-wide portion of it until the end of the turn, at which point it magically regrows.
The vines and thorns remain for 1 minute, at which point they decompose and turn to rich soil.
Fara knew that her window of opportunity was closing. Fast. She could hear the tell-tale sounds of movement in the woods nearby, and she knew better than to wait and see what fresh horror had come to find her. Nothing good comes out of a grymclover forest, after all. She wrenched a tiny bramble from her ear and held it clutched in her fist, ready to throw it. She held the magic word to activate it in her head like an archer waits to loose an arrow. The sound of movement was louder now, and coming straight toward her. It was more than just one thing now, too: the parade of footfalls and crashing branches too great for just one hungering creature to make. From the thorns nearby, a strange, translucent figure leapt out in panic. Its pupil-less eyes seemed to meet hers, and a look of shock, relief, and newfound worry flashed over the stranger's wet and bloodied face. From close behind them, the sounds of pounding feet and gnashing teeth were drawing nearer by the second. Fara looked with trepidation at the figure once more, doubled over and smeared with mud. In a moment of unlikely trust, Fara switched her attention back to the incoming sounds. She waited a moment. Then two. And when the sound felt like a wave about to crash down upon them, she hurled the coiled bramble from her hand and shouted a word of power into the darkness. A muffled yelp. A frustrated grunt of effort. Then silence, broken only by the panting breath of the stranger nearby. Fara looked at her empty hand and hoped that her decision was the correct one.