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:
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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:
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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:
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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.
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Wildbrew Chart (DM only) |
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Brew Name |
Smell & Taste |
Effect |
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1. Explosive Draught |
Sweet but smells like sulfur |
The brew explodes, dealing 2d6 fire damage to the brewer and anyone within 5 feet. |
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2. Blindman's Brew |
Fruity, but acrid odor |
The drinker is permanently blinded until a long rest (Constitution save DC 15 to negate). |
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3. Paralysis Potion |
Herbal scent, metallic taste |
Causes paralysis for 1 hour (Con save DC 14 to negate). |
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4. Poisonous Tincture |
Sweet, rotten egg smell |
The drinker is poisoned for 24 hours. |
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5. Deep Sleep Ale |
Butterscotch aroma, overly cloying |
The drinker falls unconscious for 1d6 hours (no save). |
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6. Timeworn Spirit |
Floral scent, tastes like dust |
The drinker ages 10 years instantly (no immediate mechanical effect, but irreversible). |
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7. Soul Leech Brew |
Refreshing scent, vinegary taste |
The drinker loses 1d6 maximum hit points until their next long rest. |
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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). |
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9. Cursed Elixir |
Floral scent, moldy taste |
The drinker is cursed, suffering disadvantage on attack rolls and saving throws for 24 hours. |
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10. Necrotic Ale |
Fresh pine scent, tastes of decay |
The drinker suffers necrotic damage equal to half their current hit points. |
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11. Nausea Draught |
Citrusy, spoiled milk smell |
The drinker becomes poisoned for 1 hour. |
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12. Slowfoot Mead |
Pleasant fruit, but wet wool smell |
The drinker’s movement speed is halved for 1 hour. |
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13. Mute Liquor |
Mild mint scent, tasteless |
The drinker is unable to speak or cast verbal spells for 1 hour. |
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14. Hiccup Elixir |
Fruity smell, but bitter and fizzy |
Causes loud hiccups, imposing disadvantage on Stealth checks for 1 hour. |
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15. Tasteless Brew |
Crisp, refreshing smell, tasteless |
The drinker loses the ability to taste for 24 hours. |
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16. Confusion Brew |
Sour citrus scent, overly sweet taste |
The drinker is affected by Confusion for 10 minutes. |
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17. Fatigue Ale |
Floral scent, but heavy and bitter taste |
The drinker gains 1 level of exhaustion. |
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18. Dimwit Brew |
Refreshing minty smell, but dull flavor |
The drinker suffers disadvantage on Wisdom-based checks for 1 hour. |
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19. Chromatic Elixir |
Bright fruity scent, but changing, unpleasant taste |
The drinker’s skin changes to a bright unnatural color for 24 hours. |
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20. Weakness Tonic |
Herbal scent, but metallic taste |
The drinker’s Strength score is reduced by 2 for 1 hour. |
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21. Frostbite Brew |
Cool mint, but overly strong cold sensation |
The drinker feels cold, reducing movement speed by 10 feet for 1 hour. |
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22. Charisma Sapper |
Pleasantly fruity scent, burnt rubber taste |
The drinker suffers disadvantage on Charisma-based checks for 1 hour. |
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23. Hydrophobia Brew |
Sweet aroma, dry and dusty taste |
The drinker becomes terrified of water for 24 hours. |
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24. Booze of Confusion |
Spicy, pleasant smell, but sharp and burning taste |
The drinker becomes mildly intoxicated, suffering disadvantage on Intelligence checks. |
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25. Shaky Ale |
Light citrus scent, but overly acidic taste |
The drinker’s hands shake uncontrollably, imposing disadvantage on attack rolls for 1 hour. |
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26. Laughing Draught |
Sweet bubbly aroma, but overly sweet taste |
The drinker experiences uncontrollable laughter for 10 minutes. |
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27. Hairless Ale |
Neutral scent, tasteless |
The drinker’s hair falls out over the course of 1 hour. |
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28. Blurred Vision Elixir |
Fresh herbal scent, murky taste |
The drinker’s vision becomes blurry, imposing disadvantage on Perception checks for 1 hour. |
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29. Clumsy Mead |
Sweet and sticky, but tastes unpleasant |
The drinker’s fingers grow longer and clumsier, imposing disadvantage on Dexterity checks. |
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30. Vertigo Tincture |
Fruity aroma, but disorienting taste |
The drinker experiences vertigo, imposing disadvantage on Acrobatics checks for 1 hour. |
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31. Hair Growth Ale |
Light herbal scent, slightly bland taste |
The drinker’s hair grows rapidly for 24 hours. |
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32. Squeaky Voice Elixir |
Mild sweetness, slightly dull flavor |
The drinker’s voice changes pitch for 1 hour. |
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33. Drowsy Draught |
Earthy scent, thick and tasteless |
Causes mild drowsiness, no mechanical effect. |
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34. Bard’s Spirit |
Mild floral scent, refreshing but light taste |
The drinker feels an uncontrollable urge to sing for 10 minutes. |
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35. Shimmer Mead |
Neutral fruity aroma, neutral taste |
The drinker’s skin becomes faintly iridescent for 1 hour. |
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36. Perfumed Potion |
Flowery scent, slightly overwhelming flavor |
The drinker emits a pleasant scent for 24 hours. |
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37. Silent Step Ale |
Mild pine scent, neutral taste |
The drinker’s footsteps become soundless, but no mechanical effect. |
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38. Chilly Elixir |
Crisp, neutral mint, cool taste |
The drinker experiences mild chills for 1 hour. |
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39. Blue Lips Mead |
Neutral blueberry scent, mild cold taste |
The drinker’s lips turn blue for 1 hour. |
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40. Night Vision Draught |
Lightly spicy, neutral warmth |
The drinker’s eyes glow faintly in the dark for 1 hour. |
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41. Bitter Brew |
No aroma, strong bitter taste |
Everything the drinker tastes is bitter for 24 hours. |
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42. Contagious Laughter Mead |
Neutral sweetness, lightly fizzy |
The drinker’s laughter becomes contagious for 10 minutes. |
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43. Poison Immunity Potion |
Light spice, mildly metallic aftertaste |
The drinker is temporarily immune to mundane poison for 1 hour. |
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44. Claw Elixir |
Neutral herbal scent, earthy taste |
The drinker’s nails grow excessively for 1 hour. |
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45. Static Ale |
Slight citrus aroma, neutral bubbly flavor |
The drinker’s hair stands on end for 1 hour. |
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46. Hallucination Mead |
Neutral sweetness, fruity with light spice |
The drinker experiences mild, pleasant hallucinations for 10 minutes. |
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47. Cool Skin Draught |
Fresh snow scent, cool taste |
The drinker’s skin becomes cool to the touch for 1 hour. |
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48. Echo Voice Elixir |
Neutral lavender scent, crisp clear taste |
The drinker’s voice echoes strangely for 10 minutes. |
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49. Sharp Teeth Brew |
Neutral spicy aroma, slightly sharp aftertaste |
The drinker’s teeth become slightly sharper for 1 hour (no mechanical effect). |
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50. Red Nose Draught |
Neutral sweetness, slightly tart taste |
The drinker’s nose becomes bright red for 10 minutes. |
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51. Chromatic Vision Ale |
Neutral fruity aroma, changing light taste |
The drinker’s eyes change color for 1 hour. |
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52. Melody Mead |
Light floral, neutral refreshing taste |
The drinker hears faint music for 10 minutes. |
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53. Itch Powder Elixir |
Herbal scent, neutral bland flavor |
The drinker experiences mild itching all over for 1 hour. |
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54. Warmth Brew |
Light cinnamon scent, mildly warm taste |
The drinker’s body temperature becomes warmer, no mechanical effect. |
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55. Floral Scent Mead |
Neutral, light floral scent |
The drinker’s skin smells faintly of flowers for 1 hour. |
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56. Loud Laughter Ale |
Light bubbly scent, mildly sweet |
The drinker’s laughter is louder than usual for 10 minutes. |
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57. Owl Eyes Elixir |
Crisp, clear, neutral flavor |
The drinker’s pupils dilate for 1 hour. |
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58. Crystal Nails Tonic |
Mild fruity aroma, light sweet taste |
The drinker’s nails become slightly translucent for 1 hour. |
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59. Tattoo Mead |
Neutral bitter scent, slightly tart flavor |
The drinker gains a temporary tattoo that disappears after 24 hours. |
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60. Serenity Brew |
Light floral aroma, calm and soothing taste |
The drinker feels inexplicably content for 1 hour. |
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61. Quickstep Ale |
Crisp and refreshing |
The drinker’s speed increases by 10 feet for 1 hour. |
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62. Strength Tonic |
Earthy, slightly spicy |
The drinker’s Strength score increases by 1 for 1 hour. |
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63. Agile Draught |
Light, citrusy, and energizing |
The drinker gains advantage on their next Dexterity check. |
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64. Steady Brew |
Smells of oak, earthy flavor |
The drinker gains advantage on their next Strength check. |
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65. Silver Tongue Mead |
Sweet, honeyed taste |
The drinker gains advantage on their next Charisma check. |
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66. Resistance Elixir |
Bitter and sour |
The drinker gains resistance to one random damage type for 1 hour. |
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67. Lucky Ale |
Fruity and sweet |
The drinker gains advantage on their next attack roll. |
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68. Focus Brew |
Crisp, slightly minty |
The drinker gains advantage on their next Intelligence check. |
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69. Calm Spirit Draught |
Light, floral and soothing |
The drinker has advantage on their next Wisdom check. |
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70. Boldheart Brew |
Spicy, with a peppery aftertaste |
The drinker gains temporary hit points equal to 1d6 + their Constitution modifier. |
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71. Guardian’s Mead |
Smells like fresh pine, sweet and crisp |
The drinker gains +1 to AC for 1 hour. |
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72. Giant’s Draught |
Strong earthy scent, tastes like stone |
The drinker’s Strength score increases by 2 for 1 hour. |
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73. Invisibility Elixir |
Sweet and light, faint citrus flavor |
The drinker becomes invisible for 1 minute. |
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74. Speed Brew |
Sharp, citrusy, and energizing |
The drinker’s speed increases by 20 feet for 1 hour. |
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75. Dragonfire Ale |
Smells spicy, hot and fiery taste |
The drinker can breathe fire (as per Burning Hands) once within the next hour. |
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76. Ethereal Mead |
Light and airy, almost tasteless |
The drinker can cast Misty Step once within the next hour. |
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77. Titan’s Elixir |
Smells of mountain air, strong earthy flavor |
The drinker’s Strength score increases by 4 for 1 hour. |
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78. Flight Brew |
Light and fruity, leaves a tingling sensation |
The drinker gains the ability to fly (speed of 30 feet) for 10 minutes. |
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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. |
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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. |
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81. Dragon's Grace |
Smoky aroma, slightly spicy |
The drinker gains advantage on saving throws against breath weapons for 1 hour. |
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82. Stoneheart Tonic |
Earthy and cool, with a sharp aftertaste |
The drinker gains advantage on Constitution saving throws for 1 hour. |
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83. Elvenleaf Elixir |
Herbal and refreshing, with a light sweetness |
The drinker gains proficiency in Dexterity (Stealth) for 1 hour. |
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84. Ocean's Embrace Mead |
Salty yet sweet, like the sea breeze |
The drinker gains the ability to breathe underwater for 1 hour. |
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85. Mindshield Draught |
Crisp and sharp, slightly metallic aftertaste |
The drinker gains advantage on saving throws against psychic damage for 1 hour. |
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86. Sunfire Elixir |
Warm, like summer fruit, with a slightly tangy finish |
The drinker can cast Daylight once within the next hour. |
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87. Nature's Wrath Ale |
Earthy and floral, with a hint of sweetness |
The drinker can cast Entangle once within the next hour. |
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88. Frostwalk Brew |
Cool and refreshing, with a hint of mint |
The drinker gains resistance to cold damage for 1 hour. |
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89. Thunderstrike Mead |
Smoky and spicy, with a crackling aftertaste |
The drinker can cast Thunderwave once within the next hour. |
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90. Shadowstep Elixir |
Dark and smooth, with a subtle sweetness |
The drinker can cast Shadow Step once within the next hour. |
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91. Lifebloom Tonic |
Flowery and sweet, with a herbal finish |
The drinker can regain 2d4 hit points once within the next hour. |
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92. Spellbinder Draught |
Lightly spicy, with a hint of sweetness |
The drinker gains a +1 bonus to spell attack rolls for 1 hour. |
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93. Starlight Mead |
Sweet and refreshing, like the night air |
The drinker can cast Faerie Fire once within the next hour. |
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94. Heartseeker Elixir |
Warm and slightly tangy, with a cinnamon finish |
The drinker gains advantage on ranged weapon attacks for 1 hour. |
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95. Dragon's Fury Brew |
Smoky and hot, with a fiery aftertaste |
The drinker can cast Fireball once within the next hour. |
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96. Twilight Tonic |
Soft and fruity, with a hint of spice |
The drinker gains darkvision for 1 hour. |
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97. Windsong Ale |
Crisp and clean, like mountain air |
The drinker can cast Wind Walk once within the next hour. |
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98. Starcaller Mead |
Light and floral, with a sweet aftertaste |
The drinker can cast Moonbeam once within the next hour. |
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99. Tempest Draught |
Smoky and sharp, with a bitter aftertaste |
The drinker can cast Call Lightning once within the next hour. |
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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). |
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/30/2024 12:21:02 AM
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2
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1
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5e 2024
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Coming Soon
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9/30/2024 12:50:58 AM
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1
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1
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1.1
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Coming Soon
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9/30/2024 12:57:34 AM
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1
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1
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1.2
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Coming Soon
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10/1/2024 10:27:58 PM
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1
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1
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1.3
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