Upon studying the unique abilities that alcoholic consumption has granted you, you have developed a means to adapt them to any circumstance. By imbuing the natural forces of the elements as the basis to each cocktail, you are able to absorb their power and temporarily make it your own.
Choosing this feat grants the user tool proficiency with Brewer's Supplies if they do not already have it.
Those with the knowledge of how to brew elemental cocktails will need a brewer's kit worth 15gp on them at all times. As well as this, materials for constructing these cocktails cost 25gp each for a once time use. Materials can be procured outside of these costs as per the recipe and the DM's discretion.
Any of these abilities can be stacked, however the consumption of a subsequent cocktail will require a DC 15 (CON) save and increases by 5 for each one after the second. On a failure, all effects are nullified and the user is considered under the Poisoned condition for 1 hour.
Brews:
Rising Sun Tequila: (Ingredients: A vial or glass, a splash of hot pepper extract, a red elemental gem, and tequila). Consuming this drink requires a bonus action and imbues the user's body with powerful flames. For 1 minute, you can substitute any melee attack for a ranged once using your spellcasting modifier for the attack roll. The range is 20ft/60ft and deals 2d6 fire damage on a hit.
Resonating Palm Whisky: (Ingredients: A vial or glass, a sour flavored fruit, an orange elemental gem, and whisky). Consuming this drink requires a bonus action and imbues the user's body with thundering might. For 1 minute, for every 5ft of movement travelled in a round, thunderous energy builds up within you and grants +1 to to the attack roll. On a hit, the enemy will take 1d4 force damage for every 5ft travelled in that round. This only works on the first strike.
Flash Vodka: (Ingredients: a vial or glass, a mint leaf, a yellow elemental gem, and vodka). Consuming this drink requires a bonus action and imbues the user's body with lighting speed. For 30 seconds, your muscles and mind react at lightning fast speeds. For this time you act as though you are under the effects of the Haste spell without the need for concentration. In addition, all melee attacks made during this time do an additional 1d4 lightning damage on a hit. At the end of the 30 seconds, you gain one point of exhaustion.
Iceberg Gin: (Ingredients: a vial or glass, extract from a sweet flavored fruit, a blue elemental gem, and gin). Consuming this drink requires a bonus action and imbues the user's body with a chilling coolness. For 1 minute, as a reaction, you can raise an icy shield to block incoming damage and gain an AC of +5 until the end of the round. Any melee attack that does manage to break through your new AC will cause the attacker to take 1d4 cold damage per hit as fractured ice makes contact with them.
Viper Venom: (Ingredients: a vial or glass, a drop of snake blood, a green elemental gem, any clear liquor). Consuming this drink requires a bonus action and imbues the user's body with pure venomous toxins. For 1 minute, you must make a DC 15 (CON) saving throw against being poisoned by the drink. On a failure, you are subjected to the Poisoned condition.. You can repeat this save at the end of each of your subsequent turns and on a success you are no longer poisoned and do not need to continue to make CON saves while these effects are active. While imbued with these toxins, you can also force others hit by one of your melee attacks to make the same save. On a failure, they also fall under the effects of the Poisoned condition. For them only, if they fail the save by 5 or more, they also fall under the Incapacitated condition until they succeed on the save at the end of their subsequent turns.
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