Base Class: Wizard
The School of Mixology is a place where magic craftsmen go to create magical brews instead of becoming your run of the mill spellcaster. They forego the specialty knowledge of the enhanced magical schools in exchange for the specialty knowledge that it takes to make potions and more importantly alcohol. They gain skills that allow them to imbue their various drinks with unique effects or even replicate the effects of one of their spells that they learned in their traditional magic school. A tiny bit of arcane energy in a bottle is all it takes to turn the tides of war in their eyes.
Apprentice Mixologist
Starting at 2nd level you gain proficiency with Alchemist's Supplies and Brewer's Supplies if you don't already have them. If you had them before this you can choose to gain expertise in them or gain proficiency in another type of artisan's tools of you choice.
Potion Imbuing
Starting at 2nd level you can use your Alchemist's Supplies to imbue potions with varying magical effects. You can have a number of imbued potions in your inventory up to your spellcasting modifier (Intelligence + Proficiency) at any given time. You can brew 1 potion during a short rest and 3 at the beginning of a long rest. Every potion you create obviously drains from your arcane energy, depending on the spell slot you put into the potion will determine the effect. As an example say you wanted to make a 3rd level Magic Missile potion you would take a short rest to imbue the liquid with the spell draining the spell slot you expended to imbue and upon drinking it will allow you to immediately cast the spell at that level. Additionally you require funds for the various materials that are required to stabilize these arcane brews, every brew has a GP cost equal to 5 multiplied by the spell level you imbue. Finally you can only have 1 potion with spell levels 7 - 9 imbued at a time.
The effects you can imbue into potions are as follows.
- Imbue a single target non damaging spell into a potion that affects the person splashed with it or whoever drinks it with the magical effect imbued inside of it.
- Imbue a damaging effect into a potion, if the effect is targeted you can drink the potion and immediately cast the spell at no cost. If the spell has an area of effect you can instead throw the potion and the liquid inside will spread to the normal area of effect and cast the spell in that area. For example the Magic Missile potion will allow you to drink the potion and as soon as you finish the drink the spell is casted from you as normal with the exception of no spell slots being used while Fireball will cause the splashed liquid to spread over a 25 foot circular radius and then explode similarly to the Fireball spell.
- Create a magical healing potion at the cost of a spell slot. The healing is equal to d6 multiplied by the spell slot level used to brew it plus your spellcasting modifier. So if you used a 2nd level spell slot to imbue the potion with healing magic the healing would be equal to 2d6 + your spellcasting modifier.
If someone else other than you drinks or throws a potion to cast a spell that they themselves cannot normally cast they must make an Arcana check with a DC equal to 12 + the spells level. On a failed check the spell fails and theyy take acid damage equal to d10 multiplied by the spells level. For example if they drink a potion with a 3rd level Fireball but fail the check they take 3d10 acid damage. This damage cannot be reduced or nullified in any way.
Additionally this feature encourages more effects to be discussed and elaborated upon at DMs discretion.
Better Brewing
At 6th level you have become significantly more talented in the art of mixology that you can now brew at twice the speed. You can now brew 2 potions per short rest and brew 6 per long rest as long as you have the spell slots required. Additionally the cost for stabilizing 1st level potions becomes nothing and you can create a single 1st level healing potion for free as long as you have the materials to imbue one every short and long rest. The level of this free healing brew increases depending on your level becoming a 2nd level healing potion at 8th level, a 3rd level healing potion at 11th level and a 4th level healing potion at 14th level.
Reverse-Engineered Recovery
Starting at 10th level as a bonus action on your turn you can hold one of your imbued potions and return it to it's mundane state, regaining the spell slot imbued into the potion as long as you have an empty slot to fill in that specific level. Upon use the spell slot is gained at the start of your next turn. This feature only allows you to regain spell slots up to 5th level. This feature effectively allows you to have more spell slots as your potions act as essentially backup slots also allowing you to convert slots from imbued potions and vice versa.
You can use this feature a number of times equal to your Intelligence modifier per long rest.
Mixology PHD
Starting at 14th level you have gained enough knowledge in potion imbuing that you could be considered a master at the craft. You gain the ability to imbue a 1st, 2nd or 3rd level spell into mundane liquids as a free action on your turn at no gold cost twice every short rest. This allows you to maximize your brewing and stock up on brews as quick and efficiently as possible.
Starting at 18th level when you get your Spell Mastery feature the spells you select for this feature can be freely imbued into potions at their base level at no gold cost or slot cost. The same applies to your Signature Spells feat at 20th level. Any potion made using your Spell Mastery or Signature Spells feature will not allow you to reverse engineer them back to spell slots as you never drained your slots into them in the first place.
Previous Versions
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Posted May 21, 2022A revision of an old subclass I created back in early 2019 and published early 2020. With some slightly better wording and significant balance changes mainly to limit the storage and stockpiling of high level spells.