Brewmaster Feat Image
Prerequisite: Proficiency with brewer's supplies or an herbalism kit. Must possess an Alchemy Jug
 

Brewmaster Feat

Prerequisite:

  • Proficiency with brewer's supplies or an herbalism kit.
  • Must possess an Alchemy Jug to unlock full potential (see Resource Management).

Your expertise in brewing and crafting drinks allows you to create potions that echo the effects of fine ales and spirits. With every brew, you weave together magic and chemistry, creating elixirs that can heal, empower, or surprise those brave enough to take a sip.


Benefits:

Arcane Brewing Artistry:

Through years of experience and the careful study of both magic and alchemy, you’ve honed your ability to brew potions with exceptional efficiency. Each brew is a meticulous process of balancing ingredients and arcane principles to achieve optimal results.
You can brew one potion during a short rest, provided you have the necessary ingredients on hand. You must spend time gathering or purchasing these ingredients. The potion crafted must be one of the listed Mystic Brews, Grapes of Arcana, or Arcane Distillations.
Brewer’s Ingenuity (Level 3): You may attempt to craft a potion with half the usual ingredients. The DC increases by 5.

Flavor Infusion:

By attuning to the nature of the drink and its magical properties, you learn to add subtle effects that reflect its essence. Each potion becomes not only a source of healing or strength but also a conduit for minor, temporary magical enhancements that mirror the qualities of the ingredients themselves.
You can add a minor additional effect to a potion that reflects the nature of the drink. These effects last up to 10 minutes. Minor effects, such as temporary advantage on Charisma checks or an increase in speed by 5 feet, add a subtle magical enhancement.
You must increase the DC by 2 when crafting the potion to include this effect.
Note: Flavor Infusion cannot be used with Wildbrew.

Wildbrew:

Tapping into the raw magic of the land and drawing upon the subtle energies around you, you attempt a brew unlike any other. Wildbrew is an act of improvisation, an instinctive blending of available ingredients with the ambient magic of your environment.
By spending ingredients worth 10 GP, you can attempt this special brewing process. This unpredictable method may yield brews that perform unexpectedly. During a short rest, roll a 1d100 to determine the outcome. The final outcome can range from highly beneficial to wildly chaotic, as determined by the Dungeon Master.

Mastery of Chaotic Essence (Level 5):
As you become more attuned to the chaotic energies of brewing, you learn to subtly guide the results of your Wildbrews. After rolling for the effect, you may adjust the result by up to 5 points in either direction.

Conflux of Essences (Level 5):

Through the mystical art of blending magical essences, you can unite two different potions into a single unique brew. Once per short rest, you can begin this process, which requires a successful crafting check against a DC determined by the Dungeon Master. If successful, the new potion will have a unique effect (e.g., a Frosty Brew that grants resistance to cold damage for 1 hour).
When combining potions, the DC for the crafting check is equal to the higher of the two potions' DC +2. The DM may increase the DC based on the potency of the combined effects.

Resource Management:

You can brew a number of potions equal to your proficiency bonus. After this limit is reached, you cannot brew additional potions until you finish another long rest. During each short rest, you may only perform one of the following: Arcane Brewing Artistry, Wildbrew, or Conflux of Essences.
If you fail the DC during potion crafting, you lose the materials used.

Alchemy Jug: If you don’t have an Alchemy Jug, you can only craft a number of potions equal to half your proficiency bonus (rounded up), and only during a long rest.

Rare Ingredients:

As you explore, you may discover rare ingredients that can increase your crafting limit by 1. These rare ingredients can be found in the wild or acquired through quests and must be carefully collected and handled to preserve their potency.

Unlocking New Crafting Opportunities:

Some rare ingredients are so potent or exotic that they unlock new crafting opportunities. These ingredients may be linked to specific biomes, magical creatures, or ancient, forgotten places.

Legendary Ingredients:

In the most remote corners of the world, whispered legends speak of ingredients touched by ancient powers, known only to a few. These legendary components are said to harness forces beyond the ordinary, allowing the creation of potions with unparalleled effects. However, their use is not without peril—what one brews with such mystical elements may hold unexpected power, both wondrous and dangerous. Only those with true mastery dare attempt to craft potions of legend, for the magic contained within them could alter fate itself.


Mystic Brews:

  • Revitalizing Red Ale – A healing brew with the warm, comforting tone of a red ale.
    Cost: 30 GP in materials, DC: 10. Restores 2d4 + 2 hit points.

  • Cliffside Lager – A crisp, refreshing lager for tackling vertical challenges.
    Cost: 108 GP in materials, DC: 12. Grants a climbing speed equal to walking speed and advantage on Athletics checks for 1 hour.

Grapes of Arcana:

  • Spiced Frostwine – A rich, flavorful wine infused with a hint of warming spices, evoking the chill of a winter night while granting resistance to cold.
    Cost: 180 GP in materials, DC: 14. Grants resistance to cold damage for 1 hour.

  • Whispering Vines – A delicate wine with floral notes that enhances communication and understanding. Those who drink it can speak and understand all languages for a short duration.
    Cost: 180 GP in materials, DC: 16. Grants the ability to understand and speak any language for 1 hour.

Arcane Distillations:

  • Crystal-Clear Vodka – A perfectly clear vodka that renders you invisible with each sip.
    Cost: 150 GP in materials, DC: 16. Grants invisibility for up to 1 hour.

  • Powerhouse Scotch – A strong, barrel-aged scotch that imbues you with immense strength.
    Cost: 600 GP in materials, DC: 18. Grants a +3 bonus to Strength checks for 1 hour.

 

 

Wildbrew Chart (DM only)

 

 
   

Brew Name

Smell & Taste

Effect

   

1. Explosive Draught

Sweet but smells like sulfur

The brew explodes, dealing 2d6 fire damage to the brewer and anyone within 5 feet.

   

2. Blindman's Brew

Fruity, but acrid odor

The drinker is permanently blinded until a long rest (Constitution save DC 15 to negate).

   

3. Paralysis Potion

Herbal scent, metallic taste

Causes paralysis for 1 hour (Con save DC 14 to negate).

   

4. Poisonous Tincture

Sweet, rotten egg smell

The drinker is poisoned for 24 hours.

   

5. Deep Sleep Ale

Butterscotch aroma, overly cloying

The drinker falls unconscious for 1d6 hours (no save).

   

6. Timeworn Spirit

Floral scent, tastes like dust

The drinker ages 10 years instantly (no immediate mechanical effect, but irreversible).

   

7. Soul Leech Brew

Refreshing scent, vinegary taste

The drinker loses 1d6 maximum hit points until their next long rest.

   

8. Wild Shapeshift Mead

Pleasantly grassy scent, tastes wild and unpleasant

The drinker transforms into a random animal for 1 hour (similar to the Polymorph spell).

   

9. Cursed Elixir

Floral scent, moldy taste

The drinker is cursed, suffering disadvantage on attack rolls and saving throws for 24 hours.

   

10. Necrotic Ale

Fresh pine scent, tastes of decay

The drinker suffers necrotic damage equal to half their current hit points.

   

11. Nausea Draught

Citrusy, spoiled milk smell

The drinker becomes poisoned for 1 hour.

   

12. Slowfoot Mead

Pleasant fruit, but wet wool smell

The drinker’s movement speed is halved for 1 hour.

   

13. Mute Liquor

Mild mint scent, tasteless

The drinker is unable to speak or cast verbal spells for 1 hour.

   

14. Hiccup Elixir

Fruity smell, but bitter and fizzy

Causes loud hiccups, imposing disadvantage on Stealth checks for 1 hour.

   

15. Tasteless Brew

Crisp, refreshing smell, tasteless

The drinker loses the ability to taste for 24 hours.

   

16. Confusion Brew

Sour citrus scent, overly sweet taste

The drinker is affected by Confusion for 10 minutes.

   

17. Fatigue Ale

Floral scent, but heavy and bitter taste

The drinker gains 1 level of exhaustion.

   

18. Dimwit Brew

Refreshing minty smell, but dull flavor

The drinker suffers disadvantage on Wisdom-based checks for 1 hour.

   

19. Chromatic Elixir

Bright fruity scent, but changing, unpleasant taste

The drinker’s skin changes to a bright unnatural color for 24 hours.

   

20. Weakness Tonic

Herbal scent, but metallic taste

The drinker’s Strength score is reduced by 2 for 1 hour.

   

21. Frostbite Brew

Cool mint, but overly strong cold sensation

The drinker feels cold, reducing movement speed by 10 feet for 1 hour.

   

22. Charisma Sapper

Pleasantly fruity scent, burnt rubber taste

The drinker suffers disadvantage on Charisma-based checks for 1 hour.

   

23. Hydrophobia Brew

Sweet aroma, dry and dusty taste

The drinker becomes terrified of water for 24 hours.

   

24. Booze of Confusion

Spicy, pleasant smell, but sharp and burning taste

The drinker becomes mildly intoxicated, suffering disadvantage on Intelligence checks.

   

25. Shaky Ale

Light citrus scent, but overly acidic taste

The drinker’s hands shake uncontrollably, imposing disadvantage on attack rolls for 1 hour.

   

26. Laughing Draught

Sweet bubbly aroma, but overly sweet taste

The drinker experiences uncontrollable laughter for 10 minutes.

   

27. Hairless Ale

Neutral scent, tasteless

The drinker’s hair falls out over the course of 1 hour.

   

28. Blurred Vision Elixir

Fresh herbal scent, murky taste

The drinker’s vision becomes blurry, imposing disadvantage on Perception checks for 1 hour.

   

29. Clumsy Mead

Sweet and sticky, but tastes unpleasant

The drinker’s fingers grow longer and clumsier, imposing disadvantage on Dexterity checks.

   

30. Vertigo Tincture

Fruity aroma, but disorienting taste

The drinker experiences vertigo, imposing disadvantage on Acrobatics checks for 1 hour.

   

31. Hair Growth Ale

Light herbal scent, slightly bland taste

The drinker’s hair grows rapidly for 24 hours.

   

32. Squeaky Voice Elixir

Mild sweetness, slightly dull flavor

The drinker’s voice changes pitch for 1 hour.

   

33. Drowsy Draught

Earthy scent, thick and tasteless

Causes mild drowsiness, no mechanical effect.

   

34. Bard’s Spirit

Mild floral scent, refreshing but light taste

The drinker feels an uncontrollable urge to sing for 10 minutes.

   

35. Shimmer Mead

Neutral fruity aroma, neutral taste

The drinker’s skin becomes faintly iridescent for 1 hour.

   

36. Perfumed Potion

Flowery scent, slightly overwhelming flavor

The drinker emits a pleasant scent for 24 hours.

   

37. Silent Step Ale

Mild pine scent, neutral taste

The drinker’s footsteps become soundless, but no mechanical effect.

   

38. Chilly Elixir

Crisp, neutral mint, cool taste

The drinker experiences mild chills for 1 hour.

   

39. Blue Lips Mead

Neutral blueberry scent, mild cold taste

The drinker’s lips turn blue for 1 hour.

   

40. Night Vision Draught

Lightly spicy, neutral warmth

The drinker’s eyes glow faintly in the dark for 1 hour.

   

41. Bitter Brew

No aroma, strong bitter taste

Everything the drinker tastes is bitter for 24 hours.

   

42. Contagious Laughter Mead

Neutral sweetness, lightly fizzy

The drinker’s laughter becomes contagious for 10 minutes.

   

43. Poison Immunity Potion

Light spice, mildly metallic aftertaste

The drinker is temporarily immune to mundane poison for 1 hour.

   

44. Claw Elixir

Neutral herbal scent, earthy taste

The drinker’s nails grow excessively for 1 hour.

   

45. Static Ale

Slight citrus aroma, neutral bubbly flavor

The drinker’s hair stands on end for 1 hour.

   

46. Hallucination Mead

Neutral sweetness, fruity with light spice

The drinker experiences mild, pleasant hallucinations for 10 minutes.

   

47. Cool Skin Draught

Fresh snow scent, cool taste

The drinker’s skin becomes cool to the touch for 1 hour.

   

48. Echo Voice Elixir

Neutral lavender scent, crisp clear taste

The drinker’s voice echoes strangely for 10 minutes.

   

49. Sharp Teeth Brew

Neutral spicy aroma, slightly sharp aftertaste

The drinker’s teeth become slightly sharper for 1 hour (no mechanical effect).

   

50. Red Nose Draught

Neutral sweetness, slightly tart taste

The drinker’s nose becomes bright red for 10 minutes.

   

51. Chromatic Vision Ale

Neutral fruity aroma, changing light taste

The drinker’s eyes change color for 1 hour.

   

52. Melody Mead

Light floral, neutral refreshing taste

The drinker hears faint music for 10 minutes.

   

53. Itch Powder Elixir

Herbal scent, neutral bland flavor

The drinker experiences mild itching all over for 1 hour.

   

54. Warmth Brew

Light cinnamon scent, mildly warm taste

The drinker’s body temperature becomes warmer, no mechanical effect.

   

55. Floral Scent Mead

Neutral, light floral scent

The drinker’s skin smells faintly of flowers for 1 hour.

   

56. Loud Laughter Ale

Light bubbly scent, mildly sweet

The drinker’s laughter is louder than usual for 10 minutes.

   

57. Owl Eyes Elixir

Crisp, clear, neutral flavor

The drinker’s pupils dilate for 1 hour.

   

58. Crystal Nails Tonic

Mild fruity aroma, light sweet taste

The drinker’s nails become slightly translucent for 1 hour.

   

59. Tattoo Mead

Neutral bitter scent, slightly tart flavor

The drinker gains a temporary tattoo that disappears after 24 hours.

   

60. Serenity Brew

Light floral aroma, calm and soothing taste

The drinker feels inexplicably content for 1 hour.

   

61. Quickstep Ale

Crisp and refreshing

The drinker’s speed increases by 10 feet for 1 hour.

   

62. Strength Tonic

Earthy, slightly spicy

The drinker’s Strength score increases by 1 for 1 hour.

   

63. Agile Draught

Light, citrusy, and energizing

The drinker gains advantage on their next Dexterity check.

   

64. Steady Brew

Smells of oak, earthy flavor

The drinker gains advantage on their next Strength check.

   

65. Silver Tongue Mead

Sweet, honeyed taste

The drinker gains advantage on their next Charisma check.

   

66. Resistance Elixir

Bitter and sour

The drinker gains resistance to one random damage type for 1 hour.

   

67. Lucky Ale

Fruity and sweet

The drinker gains advantage on their next attack roll.

   

68. Focus Brew

Crisp, slightly minty

The drinker gains advantage on their next Intelligence check.

   

69. Calm Spirit Draught

Light, floral and soothing

The drinker has advantage on their next Wisdom check.

   

70. Boldheart Brew

Spicy, with a peppery aftertaste

The drinker gains temporary hit points equal to 1d6 + their Constitution modifier.

   

71. Guardian’s Mead

Smells like fresh pine, sweet and crisp

The drinker gains +1 to AC for 1 hour.

   

72. Giant’s Draught

Strong earthy scent, tastes like stone

The drinker’s Strength score increases by 2 for 1 hour.

   

73. Invisibility Elixir

Sweet and light, faint citrus flavor

The drinker becomes invisible for 1 minute.

   

74. Speed Brew

Sharp, citrusy, and energizing

The drinker’s speed increases by 20 feet for 1 hour.

   

75. Dragonfire Ale

Smells spicy, hot and fiery taste

The drinker can breathe fire (as per Burning Hands) once within the next hour.

   

76. Ethereal Mead

Light and airy, almost tasteless

The drinker can cast Misty Step once within the next hour.

   

77. Titan’s Elixir

Smells of mountain air, strong earthy flavor

The drinker’s Strength score increases by 4 for 1 hour.

   

78. Flight Brew

Light and fruity, leaves a tingling sensation

The drinker gains the ability to fly (speed of 30 feet) for 10 minutes.

   

79. Timeworn Ale

Faint scent of ancient wood, rich and strong taste

The drinker gains the ability to cast Time Stop once within the next hour.

   

80. Phoenix Draught

Smells of ashes and embers, tastes like cinnamon

The drinker immediately regains 1d12 hit points when reduced to 0 HP within 1 hour.

   

81. Dragon's Grace

Smoky aroma, slightly spicy

The drinker gains advantage on saving throws against breath weapons for 1 hour.

   

82. Stoneheart Tonic

Earthy and cool, with a sharp aftertaste

The drinker gains advantage on Constitution saving throws for 1 hour.

   

83. Elvenleaf Elixir

Herbal and refreshing, with a light sweetness

The drinker gains proficiency in Dexterity (Stealth) for 1 hour.

   

84. Ocean's Embrace Mead

Salty yet sweet, like the sea breeze

The drinker gains the ability to breathe underwater for 1 hour.

   

85. Mindshield Draught

Crisp and sharp, slightly metallic aftertaste

The drinker gains advantage on saving throws against psychic damage for 1 hour.

   

86. Sunfire Elixir

Warm, like summer fruit, with a slightly tangy finish

The drinker can cast Daylight once within the next hour.

   

87. Nature's Wrath Ale

Earthy and floral, with a hint of sweetness

The drinker can cast Entangle once within the next hour.

   

88. Frostwalk Brew

Cool and refreshing, with a hint of mint

The drinker gains resistance to cold damage for 1 hour.

   

89. Thunderstrike Mead

Smoky and spicy, with a crackling aftertaste

The drinker can cast Thunderwave once within the next hour.

   

90. Shadowstep Elixir

Dark and smooth, with a subtle sweetness

The drinker can cast Shadow Step once within the next hour.

   

91. Lifebloom Tonic

Flowery and sweet, with a herbal finish

The drinker can regain 2d4 hit points once within the next hour.

   

92. Spellbinder Draught

Lightly spicy, with a hint of sweetness

The drinker gains a +1 bonus to spell attack rolls for 1 hour.

   

93. Starlight Mead

Sweet and refreshing, like the night air

The drinker can cast Faerie Fire once within the next hour.

   

94. Heartseeker Elixir

Warm and slightly tangy, with a cinnamon finish

The drinker gains advantage on ranged weapon attacks for 1 hour.

   

95. Dragon's Fury Brew

Smoky and hot, with a fiery aftertaste

The drinker can cast Fireball once within the next hour.

   

96. Twilight Tonic

Soft and fruity, with a hint of spice

The drinker gains darkvision for 1 hour.

   

97. Windsong Ale

Crisp and clean, like mountain air

The drinker can cast Wind Walk once within the next hour.

   

98. Starcaller Mead

Light and floral, with a sweet aftertaste

The drinker can cast Moonbeam once within the next hour.

   

99. Tempest Draught

Smoky and sharp, with a bitter aftertaste

The drinker can cast Call Lightning once within the next hour.

   

100. Fateweaver Elixir

Light and slightly tangy, with a soft sweetness

The drinker can reroll one d20 within the next hour (once per long rest).

   

Previous Versions

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