This seemingly ordinary tanned leather component pouch is filled with magical fluid and holds up to 12 shimmering Bargar Seeds (starts with 3d4 seeds). Native to dense, humid jungles, legend says that the mysterious Bargar Tree and the fruit thereof grant extrinsic vision, enabling those who consume it to see magically into a creatures innermost spirit.
Consume Bargar Seeds. As an action, consume 3 seeds to gain magical insight into the weaknesses of the creatures around you. You gain advantage on attack rolls against any creature you can see within 30 feet of you. This effect lasts for 1 minute. You do not gain advantage against creatures immune to divination magic. If the seeds are consumed by a creature not attuned to the Bargar Seed Pouch, they become poisoned, instantly fall prone and spend the next 1d4 rounds vomiting. They can make a constitution saving throw (DC 14) at the end of their turn to negate the poison.
Plant Bargar Seeds. You can plant up to 4 seeds in fertile ground. Each seed planted increases the chance a Bargar Tree will grow by 25%. The seeds germinate and grow at a rapid rate, blossoming into one fruiting Bargar Tree by the next dawn. You may plant Bargar Seeds once per long rest.
Bargar Tree. A 6 foot tall tree with faintly glowing bark emits dim light in a 15 foot radius. At the tips of it's thin branches, 1d4 iridescent Bargar Fruits have ripened. For each Bargar Fruit, 1d6 Bargar Seeds can be harvested. When the last ripe fruit is picked, the tree withers and crumbles to a pile of shimmering dust.
Consume Bargar Fruit. Consuming the flesh of this pithy, fist sized fruit takes one action and grants you magical knowledge of the strengths and weaknesses of your enemies when you gaze upon them. This effect lasts for 1d6 hours. For the duration, once per combat encounter, as a bonus action, you can use your extrinsic vision to look upon a creature you can see within 30 feet of you and try to muster information about its defenses. The creature must make a wisdom saving throw (DC 16). On a failure, The DM must reveal 1 resistance, immunity or vulnerability of the target creature (eg. "The Zombie is immune to poison") . If the creature has no resistances, immunities or vulnerabilities, it's lowest ability must be revealed (eg. "The Dire Wolf has low intellect"). Creatures immune to divination magic do not reveal anything.
Side effects. The fruit is extremely sour and acidic. It can be consumed with no side effects once per day. For each time after first, you gain the above effect, but must make a constitution saving throw (starting DC 18, increasing by 2 each time). On a failure, you take 2d8 acid damage and become poisoned for the duration. Creatures immune to poison cannot gain this effect or side effects unless they are attuned to the Bargar Seed Pouch. If the fruit is consumed by a creature not attuned to the Bargar Seed Pouch, treat it as the second consumption.
Notes: Buff, Container, Consumable