In wild places brimming with nature's power, gardens meticulously tended by eccentric wizards, and blessed groves touched by divine providence, plants can sometimes produce fruit bursting with primal magic. Not every fruit-bearing plant holds this stored magic, but those that do bear obvious signs: their colors are more vibrant or shift randomly, their skin sparkles in the light or glows in the dark, soft hums emanate from them, or they feel peculiar to the touch.
A fruit-bearing plant that is suffused with magic might produce 1d6 pieces of primal fruit every week. Primal fruit remains potent for 1 week, after which it loses its magical properties but remains edible.
As an action, a creature can eat a piece of primal fruit to gain its effects. This fruit can be squeezed into juice or cooked into a dish and retains its magic. Choose an effect or roll on the Primal Fruit Effects table to determine what happens when a piece of the fruit is consumed. An Identify spell or similar magic reveals the beneficial effect of a piece of fruit before it is eaten, but it doesn't reveal a curse or side effect.
| Primal Fruit Effects | |
| d8 | Effect |
| 1 | The creature regains 3d8 + 4 hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour |
| 2 | The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength Tests, and Strength Saving Throws. When the effect ends, the creature gains 1 level of exhaustion. |
| 3 | Waves of vitality crash over the creature. The creature's hit point maximum increases by 2d10, and it gains the same number of hit points. The increase lasts until the creature finishes a Long Rest, at which time the creature must succeed on a DC 15 Charisma Saving Throw or be cursed with a random form of lycanthropy (see "Lycanthropes" in the Monster Manual). |
| 4 | The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM). |
| 5 | Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the Death Ward spell for 8 hours and must succeed on a DC 13 Constitution Saving Throw or be poisoned for the duration. |
| 6 | A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on Saving Throws against spells. |
| 7 | The creature doesn't require food, drink, or sleep for 1d4 days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom (Perception) Tests. |
| 8 | Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically. |