Artificer
Base Class: Artificer

An artificer who specializes as a Brewmeister channels their magic into the art of brewing, crafting potent drinks that empower and protect. These magical brews, infused with arcane energy, are designed to invigorate the body, sharpen the mind, and shield the spirit. Whether on the battlefield or in times of peace, a Brewmeister’s concoctions are prized for their ability to turn the tide in dire situations. As they perfect their craft, Brewmeisters learn to create an ever-expanding array of elixirs, each one tailored to bolster their allies and ensure they emerge victorious.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with brewer's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Brewmeister Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Brewmeister Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

Bless, Heroism

5th

Enhance Ability, Lesser Restoration

9th

Beacon of Hope, Water Breathing

13th

Freedom of Movement, Polymorph

17th

Greater Restoration, Mass Cure Wounds

Empowering Brews

At 3rd level, you learn to brew potent drinks that empower and invigorate those who consume them. When you finish a long rest, you can create a number of Empowering Brews equal to your Intelligence modifier (minimum of one). These brews retain their potency until your next long rest. Choose from the following effects when you create a brew:

  • Iron Stout: The drinker gains temporary hit points equal to your Intelligence modifier + your artificer level.

  • Vigor Mead: The drinker has advantage on Strength and Constitution saving throws for 1 hour.

  • Swift Ale: The drinker’s movement speed increases by 10 feet for 1 hour.

  • Calming Cider: The drinker has advantage on saving throws against being frightened or charmed for 1 hour.

  • Fortifying Wine: The drinker can roll a d4 and add the number rolled to their attack rolls and saving throws for 1 hour.

You can hand out these brews to your allies, who can drink them as a bonus action.

Expanding Brews: You can create additional Empowering Brews by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the brew. The brew retains its potency until your next long rest.

Fermentation Mastery

At 5th level, your mastery over brews allows you to create more complex and potent mixtures. You can now craft Brews of greater potency. Add the following effects to your list of Empowering Brews:

  • Resilient Whiskey: The drinker gains resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for 1 hour.

  • Clarity Draught: The drinker has advantage on Wisdom and Intelligence saving throws for 1 hour.

  • Brimstone Brew: The drinker’s melee attacks deal an additional 1d4 fire damage for 1 hour.

  • Elusive Porter: The drinker becomes invisible for 1 minute, as per the Invisibility spell, or until they make an attack or cast a spell.

  • Thunderous Mead: The drinker’s melee weapon attacks deal an additional 1d4 thunder damage, and they have advantage on saving throws against being knocked prone for 1 hour.

  • Mystic Tonic: The drinker gains the ability to cast Detect Magic at will for 1 hour. Additionally, they gain resistance to psychic damage for the duration.

Additionally, your Empowering Brews now last for 24 hours before losing potency.

Energizing Libations

At 9th level, your brews can now revitalize and heal your allies. When a creature consumes one of your Empowering Brews, they regain hit points equal to 1d6 + your Intelligence modifier. This healing increases to 2d6 at 15th level.

Brew of the Gods

At 15th level, you can craft a legendary brew that grants unparalleled power. Once per long rest, you can spend 10 minutes creating a Brew of the Gods. When consumed, the drinker gains the following benefits for 1 hour:

  • Immunity to poison and the poisoned condition.

  • Resistance to all damage types.

  • Advantage on all saving throws.

  • The effects of the Heroism spell (without requiring concentration).

After using this feature, you cannot do so again until you finish a long rest.

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