Trade Good
Uncommon
A tough jerky with exotic flavoring. Very spicy, uncomfortably so. After a creature consumes this snack as an action, they gain the following benefits for the next 10 minutes:
- You can’t be put to sleep by magical means.
- You have disadvantage on Wisdom checks.
- You have disadvantage on Constitution saving throws to maintain concentration on a spell.
- You can use a bonus action to exhale fire at a target within 10 feet of you. The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
You can eat a number of pieces of this jerky equal to your Constitution modifier per day.