Brewmaster V3 The bar's patrons begin moving in a familiar way, the crowd pulsating with collective energy. The bartender sees the brawl coming, and as it is engaged she leaps over the bar, taking a swig from her special stock as she lays down the law at the end of a bat. The dragon flies high above the battlefield, shrugging off the puny arrows of the humanoids that think it their equal. Suddenly, it feels a burning on its belly--acid, thrown from below, now eating through its natural armor. Enraged, the dragon swoops down, knowing these mortals must be taken seriously. A soldier feels their life slipping away as the war rages on around them. Suddenly, a tinkle of breaking glass, and a spray of liquid covers them. Their wounds knit together, their bones regain their shape, and the specter of death is held at bay for a little while longer. Reinvigorated, the soldier stands up and picks up their sword once more, with their savior at their side. The brewing of potions is an old art, but rare are those who choose to specialize in what is sometimes called battlefield chemistry. Brewmasters, as they call themselves, use their gifts for many purposes, whether it be helping, healing or just having a good time. Class Features As a Brewmaster, you gain the following class features: Hit Points Hit Dice : 1d8 per Brewmaster level

: 1d8 per Brewmaster level Hit Points at First Level : 8 plus your Constitution Modifier

: 8 plus your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution Modifier per Brewmaster level after the 1st Proficiencies Armor : Light

: Light Weapons : All Simple Weapons, two Martial Weapons of your choice

: All Simple Weapons, two Martial Weapons of your choice Tools : Alchemist's Supplies, Brewer's Supplies

: Alchemist's Supplies, Brewer's Supplies Saving Throws : Dexterity, Intelligence

: Dexterity, Intelligence Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion or Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple or martial weapon

(a) an Explorer's Pack or (b) a Diplomat's Pack

(a) a set of Alchemist's Supplies or (b) a set of Brewer's Supplies

leather armor and a dagger Mixology As a Brewmaster, your power lies in your ability to mix up useful potions on the fly and deploy them to help or hurt.





Credit: Bjorn Hurri, https://www.artstation.com/artwork/xGnZY Recipes A Recipe is a general mix of ingredients that can be further tweaked or improved to produce a variety of related effects. A Brewmaster carries the ingredients for (and memorizes the details of) a limited number of Recipes at a time. At 1st level, you know one Recipe of your choice. The Recipes Known column of the Brewmaster table shows the total number of Recipes you know at a given level; when that number goes up, you learn a new Recipe. In addition, when you gain a level in this class, you may switch out a recipe you know for another; this requires you to study the principles behind the recipe, as well as gather or grow the required ingredients. Ingredients Whether in a satchel, a jacket with an enormous number of pockets, or secreted amongst their normal clothing, every Brewmaster carries the Ingredients for their recipes with them at all times. Each Recipe describes effects you can achieve with it using a certain number of ingredients. The number of Ingredients you carry with you is based on your Brewmaster level, as show in the Ingredients column of the Brewmaster table. The number shown for your level is your maximum number of Ingredients; as you level up, you get better at storing ingredients on your person efficiently. Your Ingredients return to their maximum value after a long rest, as you take Ingredients out of long-term storage and refill your "active" pouches. The number of Ingredients you have can't go below 0 or over your maximum.

The Brewmaster Level Proficiency Bonus Features Recipes Known Ingredients Max Complexity Magna Opera 1st +2 Mixology, Brewing Specialty 1 4 2 - 2nd +2 Brew Launcher, Rapid Brewing 1 6 2 - 3rd +2 Brewing Specialty Feature 2 14 3 - 4th +2 Ability Score Improvement 2 17 3 - 5th +3 Weapon Coatings 3 27 5 - 6th +3 Brewing Specialty Feature 3 32 5 - 7th +3 Grim Recycling 4 38 6 - 8th +3 Ability Score Improvement 4 44 6 - 9th +4 Canister Customization 5 57 7 - 10th +4 Brewing Specialty Feature 5 64 7 - 11th +4 Magnum Opus 5 72 9 1 12th +4 Ability Score Improvement 6 72 9 1 13th +5 Flawless Chemist 6 80 9 2 14th +5 Brewing Specialty Feature 6 80 9 2 15th +5 Iron Constitution 7 88 9 3 16th +5 Ability Score Improvement 7 88 9 3 17th +6 Signature Recipe 7 88 9 4 18th +6 Burst of Genius 8 96 9 4 19th +6 Ability Score Improvement 8 96 9 4 20th +6 Blood of the Brew 8 96 9 4 Maximum Complexity Inexperienced Brewmasters can be overwhelmed by the complexity of some Brewmaster Recipes, which can involve precise measurements and even small amounts of magic. There is a limit to the number of Ingredients you can spend to activate a Recipe. The limit is based on your Brewmaster level, as shown in the Maximum Complexity column of the Brewmaster table. For example, as a 3rd-level Brewmaster, you can spend no more than 3 ingredients on a recipe each time you use it, no matter how many ingredients you have. Brewing Ability Your Intelligence determines the skill with which you brew your Recipes. You use your Intelligence modifier when setting the saving throw DC for a Recipe effect. Recipe save DC = 8 + your proficiency bonus + your Intelligence modifier Brew Launcher To deploy their creations at range, Brewmasters will often launch them from specially designed crossbows or slings (using their Dexterity modifier), or simply develop the physical fortitude to hurl them by hand (using their Strength modifier). You may use either Dexterity or Strength to determine your to-hit bonus with any ranged weapon attacks you make as part of a Recipe effect. Brewing Specialty Also at 1st level, you choose a Brewing Specialty: the Bartender, the Alchemist, or the Medic, each of which is detailed at the end of the class description. Each specialty focuses in particular on an aspect of potionmaking. Your specialty gives you features when you choose it at 1st level and additional features at 3rd, 6th, 10th and 14th levels. Tuned Launcher At 2nd level, you have developed your preferred method of deploying your brews. Choose one of the following options: Brawler You gain proficiency with Medium Armor and Shields. Marksman You gain a +2 bonus to attack rolls you make with ranged weapons, including any recipes that require you to make a ranged attack roll. Does not stack with Archery Fighting Style Rapid Brewing Also at 2nd level, you have drastically improved your ability to make more common items. Crafting with tools you are proficient with takes half of the expense and one quarter of the time as normal.

Ability Score Improvement At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Weapon Coatings At 5th level, you have developed long-lasting treatments you can apply to your weapons called Coatings. Choose two from acid, cold, fire, lightning, poison or thunder. You can choose one additional damage type at 8th and 15th levels. At the end of a long rest, you can choose up to two weapons in your possession that you are proficient with to apply a Coating to, choosing from the damage types you have available. While a weapon is Coated, its damage is considered magical if it is not already, and no one else can safely wield the weapon. The first time on each of your turns that you hit a creature with a Coated weapon, it deals an extra 1d8 damage of the Coating's damage type. This damage increases to 2d8 at level 11 and 3d8 at level 17. Grim Recycling At 7th level, you are able to reuse the...products of your labor. By spending one minute with the corpse of a creature that has been dead for no longer than 10 minutes, you can harvest ingredients equal to its Challenge Rating (round up), replenishing your stock of ingredients (to no more than its maximum value). Once you use this feature, you must complete a long rest before using it again. Canister Customization At 9th level, you become adept at modifying the containers you carry with you on the fly. By spending additional ingredients (while not exceeding your maximum complexity), you can add the following modifiers to the effects you produce with your Recipes. Light Casing (1 ingredient). You double the range at which you can deploy the effect. This does not affect effects that affect creatures in a cone or a radius centered on you.

Aerosolizing Breakage (2 ingredients). An effect that requires you to touch a creature instead can be deployed from up to 15 feet away.

Shaped Blast (3 ingredients). An effect that normally targets an area instead only targets one creature, but that creature has disadvantage on the saving throw to resist the effect.

Self-Mixing (4 ingredients). An effect that normally requires an action instead requires a bonus action. Magnum Opus At 11th level, you gain the capacity to create incredible works of alchemy, although you are only capable of such feats of inspiration a limited number of times per day. Once per long rest, you can spend 9 ingredients to activate an effect listed as the Magnum Opus of a Recipe you currently have memorized. You gain an additional use per long rest at levels 13, 15 and 17. Note: using 9 ingredients on an effect not listed as a Magnum Opus does not require a use of your Magnum Opus feature. Flawless Chemist At 13th level, you have mastered the art of brewing healing potions. Any healing potion that you craft always heals the maximum amount for its size (this does not affect the healing done with Brewmaster Recipes). Iron Constitution At 15th level, you have experimented on yourself so much that your body has become incredibly resilient to hostile effects. You gain proficiency with Constitution saving throws. Signature Recipe At 17th level, you have mastered one Recipe in particular. Choose one Recipe that you know. When you cause an effect from that Recipe, it costs 2 less ingredients than it does normally (min. 1). For effects with variable costs, spending one ingredient produces the 3-ingredient effect, while spending seven ingredients produces the 9-ingredient effect (you cannot spend more than seven ingredients on an effect in your Signature Recipe). Burst of Genius At 18th level, you can occasionally throw together a hyper-concentrated brew in no time flat. When you activate an effect from one of your recipes, you can spend up to 11 ingredients on that effect, ignoring your normal maximum complexity. If you use this with your Signature Recipe, you can spend up to 9 ingredients to get a 11-ingredient effect. Once you use this feature, you must complete a short or long rest before you are able to use it again. Blood of the Brew At 20th level, you are more brew than person. You no longer need to eat, drink water, sleep or breathe, and you gain immunity to poison damage and the poisoned condition. You can also cast the clone and simulacrum spells using 10 ingredients along with the normal components of those spells. Brewing Specialties Brewmasters frequently take different approaches to the Brew, and different philosophies lead to different techniques. Bartender The oldest sect of Brewmasters, Bartenders know the true purpose of the Brew: it helps others, however they need to be helped. Bartenders are equally comfortable doling out advice behind the bar, leading a sing-a-long to an old favorite, or keeping the peace in the middle of a brawl.

Secret Menu At 1st level, you learn one additional recipe from the Bartending specialty. You also gain proficiency with Cooks' Tools, and add double your proficiency modifier when making skill checks with them. Bar Brawler Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also gain proficiency with improvised weapons, and your unarmed attacks and attacks with improvised weapons use a d4 for damage. Peacekeeper At 3rd level, you don't let a little ruckus slow you down. When you use your action to use a Recipe, you can make one unarmed attack or one weapon attack with an improvised weapon as a bonus action. Gift of Gab At 6th level, you become particularly charming when you partake of your own creations. As an action, you can spend 3 ingredients to gain proficiency in Performance, Persuasion, Deception or Intimidation for 10 minutes, if you do not already have proficiency in that skill. If you choose a skill you are already proficient in, you add double your proficiency bonus to checks you make with that skill for the duration. Thick Skin At 10th level, you know how to take the edge off. When you activate an effect from a Recipe in the Bartending specialty, you gain temporary hit points equal to half of your Brewmaster level. High On Your Own Supply At 14th level, you manage to become extremely efficient with your ingredient usage when helping allies. Whenever you use a Recipe that affects an allied creature, you can spend one additional ingredient (so long as this does not increase the cost above your maximum complexity) to also target yourself with the effect. Alchemist Alchemists tend to approach the Brew as scientists, tinkering with their recipes to produce a wide array of generally destructive effects. Bottle Fame, Brew Glory At 1st level, you learn one additional recipe from the Alchemy specialty. You also gain proficiency with Poisoner's Tools, and add double your proficiency modifier when making skill checks with them. Lasting Solutions Also at 1st level, the harmful effects of your brews are unusually long-lasting. When you deal damage with a Recipe from the Alchemy specialty, the target takes an additional 1d8 damage of the same type they took at the beginning of their next turn. If the Recipe dealt multiple types of damage, you may choose one. Concentrated Brews At 3rd level, you can amp your brews beyond their normal potency. By spending an additional ingredient when you activate an effect from one of your Recipes, you can cause all damage caused by that effect to ignore damage reduction due to resistance. You cannot spend this additional ingredient if doing so would increase the total cost above your maximum complexity. Follow the Protocol At 6th level, you have become an expert at crafting harmful substances. Creatures make Constitution saving throws to resist the effects of poisons you craft with disadvantage (this does not affect saving throws caused by your Brewmaster Recipes). Fused Explosives At 10th level, you can precisely time the detonation of your creations using fuses. When you expend ingredients to activate an effect from a Recipe under the Alchemy specialty, you can spend 1 additional ingredient to delay the effect by up to 5 rounds (or 30 seconds). You cannot spend this additional ingredient if doing so would increase the total cost above your maximum complexity. Once you set the fuse, you cannot change the time to detonation and cannot move the device without setting it off early. A creature can make a Dexterity(Thieves' Tools) check against your Brew Save DC to deactivate a fused brew. Penetrating Solutions At 14th level, your brews become so concentrated that they corrode most materials. When a creature takes acid, fire or cold damage from an effect from one of your Recipes, its AC is reduced by 1 until it takes a long rest. An enemy cannot have its AC reduced by more than 1 by this effect. Medic On Duty At 1st level, you learn one additional recipe from the Medicine specialty. You also gain proficiency with Herbalism Kits, and add double your proficiency modifier when making skill checks with them. Skilled Application Also at 1st level, your medical training allows you to heal your allies more effectively. Whenever you restore hit points with a Recipe, you can add your Intelligence modifier to the healing done. In addition, when creatures recover hit points during a short rest by rolling hit dice, they can also add your Intelligence modifier to the healing done per die. Concussive Strikes At 3rd level, you learn to disorient opponents with precise strikes, weakening their mental defenses. After you hit a creature with a weapon attack, it makes Wisdom saving throws against effects caused by you at disadvantage until the end of your next turn.

Diagnosis At 6th level, you become able to determine features about a creature's biology. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn 2 of the following: Its Hit Point total

How many Hit Points it is missing, if any

Any diseases, poisons or curses affecting it

Its Strength, Dexterity and Constitution scores Organic Recycling At 10th level, you are able to repurpose material from healing your allies as future ingredients. When you spend ingredients to activate a Recipe under the Medicine specialty, you can recover half of the ingredients used (rounding down). You can use this feature a number of times equal to your Intelligence modifier, and regain uses upon taking a long rest. Heroes Never Die At 14th level, you are able to stave off death itself. You no longer age naturally, and a number of creatures up to your Intelligence modifier age 1 year for every 10 years that pass (you can revoke this benefit once per year). In addition, once per long rest you can use 9 ingredients to cast raise dead. Recipes Affliction-B-Gone Medicine Specialty Cure Minor Condition (2 ingredients). As an action, one creature you can touch is cured of one disease or condition afflicting them. The conditions can be blinded, deafened, paralyzed or poisoned. Vaccination (3 ingredients). As an action, one creature you can touch is innoculated against one disease you have encountered before. The next time they would contract that disease, the effect is negated, and this effect ends. This effect otherwise lasts indefinitely. Cure Mental Condition (5 ingredients). As an action, one creature you can touch is cured of one effect causing them to be charmed or frightened. Cure Major Condition (7 ingredients). As an action, one creature you can touch is cured of your choice of one of the following: stunned, an effect reducing the target's hit point maximum, a reduction to the target's ability scores, or one level of exhaustion. Cleanse (Magnum Opus). Choose from blinded, deafened, paralyzed, poisoned, charmed, frightened, stunned or petrified. As an action, all creatures within 30 feet of you are cured of that condition. Alchemic Acid Alchemy specialty Acid Throw (1-9 ingredients). As an action, you make a ranged weapon attack against one creature you can see within 60 feet. On a hit, that creature takes 1d8 acid damage per ingredient spent and suffers disadvantage on the next attack roll it makes. Blinding Acid (3 ingredients). As an action, one creature you can see within 30 feet must make a Constitution saving throw. On a failure, it takes 3d6 acid damage and is blinded. On a success, the creature takes half of the damage and is not blinded. A blinded creature can repeat the saving throw at the end of its turns, ending the effect on a success. Acid Wave (5 ingredients). As an action, each creature in a 30-foot cone must make a Constitution saving throw, taking 6d6 acid damage on a failure or half that on a success. You can increase the damage by 1d6 per additional ingredient, but cannot use more than your maximum ingredients. If this damage kills a target, its body dissolves into slurry. Corrosive Bolt (7 ingredients). As an action, you make a ranged weapon attack against one creature you can see within 120 feet. On a hit, that creature takes 5d10 acid damage and has its AC reduced by 2 until it takes a long rest. Caustic Cloud (Magnum Opus). As an action, you create a cloud of acidic fumes with a radius of 20 feet centered on a point you can see within 60 feet of you. Creatures that start their turns inside the cloud or that enter it for the first time on their turns must make a Constitution saving throw, taking 4d8 acid damage on a failure or half that on a success. If they fail their saving throw by 5 or more, they also spend their action coughing and have their movement speed halved. If they have already used their action this turn, their movement immediately stops. The cloud lasts for up to 1 minute, although a moderate wind (at least 10 miles per hour) can disperse it after 4 rounds and heavy wind (at least 20mph) will disperse it after 1 round. Its area is heavily obscured. Alchemic Fire Alchemy specialty Firebomb (1-9 ingredients). As an action, you throw a bomb at a point you can see within 60 feet of you. All creatures within 10 feet of the location must make a Dexterity saving throw, taking 1d8 fire damage per ingredient spent on a failure or half the damage on a success. Warding Fire (3 ingredients). As a bonus action, you drop flammable liquid around you. Fire appears in a 5-foot radius around you until the beginning of your next turn. If a creature (including you) passes through that fire, they must make a Dexterity saving throw, taking 3d8 fire damage on a failure or half damage on a success. Lasting Flame (5 ingredients). As an action, you make a ranged weapon attack against one creature you can see within 60 feet. On a hit, the creature takes 5d8 fire damage and becomes covered in flammable liquid. While the liquid burns, the creature takes an additional 2d8 damage at the beginning of its turns. The creature or another creature can use their action to wipe the liquid off, taking 1d8 fire damage in the process. Wall of Fire (7 ingredients). As an action, you lay down a line of flammable liquid and set it ablaze. You create a wall of fire on a solid surface, at least one point of which must be within 30 feet of you. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick. You may also make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick, but it must be centered on you.

The wall is opaque and lasts for up to 1 minute. When the wall is created, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. A creature takes 4d8 fire damage when it ends its turn within 10 feet of the wall, or when it enters the wall for the first time on a turn. Flamethrower (Magnum Opus). As an action, you unleash a torrent of flame in a line 60 feet long and 5 feet wide. All creatures in that area must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half that on a success. You can choose to concentrate on this effect as though it were a spell for up to one minute: while you are concentrating, your movement speed is halved, you emit dim light to a radius of 15 feet, and you can spend three ingredients to make another attack with this effect. Alchemic Frost Alchemy specialty Frost Bomb (1-9 ingredients). As an action, you make a ranged weapon attack against a creature you can see within 60 feet of you. On a hit, the creature takes 1d8 cold damage per ingredient spent, and has its speed reduced by 5 feet per ingredient spent. Frozen Armor (2 ingredients). As an action, you coat yourself with quick-freezing liquid. For one minute, your AC is increased by 1 and you gain resistance to cold damage. Slush Bomb (5 ingredients). As an action, you hurl a bomb at a point you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered for 1 minute in a liquid that freezes upon contact with a creature. A creature that ends its turn in the area, or that enters the area for the first time on its turn, must make a Strength saving throw or take 2d8 cold damage and become restrained. Restrained creatures can repeat the saving throw as an action on their turn. Instant Snowballs (7 ingredients). As an action, you create six tiny pellets that expand into superchilled snowballs when crushed. When you cause this effect, and as a bonus action on subsequent turns, you can make a ranged weapon attack with one of the snowballs against an enemy you can see within 60 feet, dealing 4d6 cold damage on a hit. If a snowball strikes a body of water or a liquid that is principally water (not including water-based creatures), the water freezes in a 10-foot radius around that area to a depth of up to 6 inches for one minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. The snowball pellets lose their effectiveness after 10 minutes, melting away into nothing. Absolute Zero (Magnum Opus). As an action, you spray a creature you can touch with hypercold fluid. The creature must make a Constitution saving throw, taking 10d8 cold damage on a failure or half that on a success. In addition, a Huge or smaller creature becomes petrified (frozen solid) for 1 minute on a failure. On your turn, you can spend one ingredient and your action to keep a frozen target frozen for an additional minute.





Alchemic Glue Alchemy specialty Snare (1-9 ingredients). As an action, you choose a point within 60 feet of you that you can see. For the next minute, the area in a circle centered on that point is difficult terrain. The radius of the area is equal to 5 times the number of ingredients spent on this effect. Each creature that starts its turn in the area or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the glue or until it breaks free. A creature restrained by the glue can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Entangle Limbs (2 ingredients). As an action, you can make a ranged weapon attack against a creature you can see within 60 feet of you. If you hit, the creature's flying and climbing speeds are reduced to 0. If the creature was flying, it falls to the floor. Retracting Glue (5 ingredients). As an action, you designate two creatures within 60 feet of you that you can see. Designated creatures must succeed on a Strength saving throw, taking 4d8 bludgeoning damage on a failure or half that on a success. In addition, if a creature fails its saving throw, it is restrained for one minute. If more than one creature fails their saving throws, they are pulled together into adjacent spaces. You can target 1 additional creature with this effect per additional ingredient that you spend. Corrosive Glue (7 ingredients). As an action, make a ranged weapon attack against a creature. If you hit, the creature takes 8d8 acid damage and must make a Strength saving throw, becoming restrained for up to one minute on a failure. While the creature is restrained, it takes an additional 2d8 acid damage at the beginning of each of its turns. The creature can use its action to repeat the saving throw. Katamari (Magnum Opus). As an action, you attempt to bind a Medium or smaller creature you can touch with kinetic glue. The creature must make a Strength saving throw, becoming restrained and grappled by you for up to 10 minutes on a failure. While the initial target is grappled, if you move adjacent to a creature within the effect's size limit, you can use your bonus action to attempt to absorb them into the glue, forcing them to make a Strength saving throw or also become restrained and grappled. The unique kinetic glue used in this recipe makes it easier to bind creatures when there are more creatures already bound into the effect, increasing the maximum size of targets as well as the Strength save DC to resist it. Katamari Effectiveness Bound Creatures Target Size Limit Str Save DC Bonus 0-1 Medium +0 2-5 Large +1 6-12 Huge +2 13+ Gargantuan +4 For the purposes of counting bound creatures, four Tiny creatures count as one, Large creatures count as two, Huge creatures count as three and Gargantuan creatures count as five.

While bound by this spell, creatures have three-quarters cover due to the glue and other creatures. As an action on their turn bound creatures can make a Strength saving throw to attempt to break out of the effect, although if their size is smaller than the current maximum target size of the spell they do so at disadvantage. If three turns pass without you being adjacent to the ball of creatures bound by this effect, the effect automatically ends. Barkeep's Friend Bartending specialty Every now and then a customer gets too rowdy--every good bartender keeps a little something behind the bar to keep them in line. Enhanced Coating (1-9 ingredients). As a bonus action, you temporarily amp the effect of your weapon coating. The next time you hit a creature with a Coated weapon before the beginning of your next turn, it deals an additional 1d6 damage of the weapon's coating's damage type per ingredient spent. Kinetic Weapon (1-9 ingredients). As a bonus action, you apply a contact explosive to a melee weapon you are wielding. The next time you hit an enemy with that weapon before the beginning of your next turn, it takes an additional 1d4 thunder damage per ingredient spent and must succeed on a Strength saving throw or be knocked back 10 feet per ingredient spent. The triggering attack does not also apply Weapon Coating damage. Rebounding Weapon (2 ingredients). As a bonus action, you coat a weapon that can be thrown with a rubberlike chemical. For the next minute, the weapon deals magical bludgeoning damage if it did not already, and when you hit a creature with the weapon it bounces back to you after dealing damage. Top-Shelf Weapon (3 ingredients). As a bonus action, you temporarily enhance a weapon. For the next minute, while you wield it, that weapon has a +1 to attack and damage rolls, unless it already has a bonus to attack and damage rolls, and is considered magical if it is not already. You can increase the attack and damage bonus by 1 for every 2 additional ingredients you spend. Seeing Double (Magnum Opus). As a bonus action, you flash-forge a temporary replica of a weapon you are holding, which lasts for 1 minute. The weapon must be able to be wielded with one hand. While you are holding both the original and the replica, if you use your action to attack with the original weapon, you can use your bonus action to make a single attack with the replica. The replica retains any magical effects, bonuses or Weapon Coatings that the original had at the time it was created. The replica can trigger Weapon Coating damage even if the original weapon already did on this turn. Bloody Mary Bartending specialty Tomato juice, horseradish and vodka combine to grant increased vitality and durability. Can Hardly Feel It (2 ingredients). As a bonus action, a creature you can touch gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn. Invigorate (4 ingredients). When you would be stunned, you can use your reaction to negate that condition. It's Got Celery, So It's A Salad (5 ingredients). As an action, a creature you can touch gain the following effect: the first time you would drop to 0 hit points, you instead drop to 1 hit point. Alternatively, the first time the target is subject to an effect that would kill them without dealing damage, that effect is instead negated. This effect ends if either condition to activate it is met, or after 1 hour. You Drink This At Breakfast? (7 ingredients). As an action, a creature you can touch gain resistance to nonmagical bludgeoning, piercing and slashing damage for 1 minute. Cocktail (Magnum Opus). As an action, a creature you can touch gains resistance to all damage for 1 minute. Bolstering Brew Medicine specialty A collection of preventative potions, made with herbs extracted with alcohol. Fortify (1-9 ingredients). As an action, a creature you can touch gains 5 temporary hit points per ingredient spent, which last for up to one hour. Explorer's Tincture (3 ingredients). As an action, a creature you can touch ignores the effects of extreme heat or cold for 8 hours. Elemental Extract (5 ingredients). As an action, a creature you can touch gains resistance to one of the following damage types for 1 minute: acid, cold, fire, lightning, or poison. Ounce of Prevention (7 ingredients). As an action, a creature you can touch gains immunity to one of the following damage types for 1 minute: acid, cold, fire, lightning, or poison. Revitalizing Draught (Magnum Opus). As an action, you grant a creature you can touch 35 temporary hit points. While the creature maintains these temporary hit points, they have advantage on Constitution saving throws. Dark & Stormy Bartending specialty Made with ginger beer, rum and a squeeze of lime. Dark (1-7 ingredients). As an action, you create a spherical area of magical darkness centered at a point you can see within 60 feet, as though by the darkness spell. The radius of this area is equal to 5 feet times the number of ingredients spent. After 1 minute, the darkness dissipates. And Stormy (3 ingredients). As a bonus action, you charge yourself with electrical energy. For the next minute, creatures that end their turn adjacent to you take lightning damage equal to your proficiency modifier. Stir It Up (5 ingredients). As an action, you throw a bottled whirlwind at a point you can see within 60 feet of you. Each creature within a 20-foot spherical radius centered on that point must make a Dexterity saving throw, taking 6d6 bludgeoning damage on a failure or half that on a success. In addition, any creature of size Large or smaller that failed its saving throw is moved to the location of your choosing within the radius of this effect.

Storm Wall (7 ingredients). As an action, you create an opaque wall of roiling clouds up to 60 feet long, 15 feet high and 1 foot thick, at least one point of which must be within 30 feet of you, which lasts for up to 1 minute. When a creature starts its turn in the wall or moves into it for the first time on a turn, it must succeed on a Constitution saving throw or take 5d8 thunder damage and be knocked back 30 feet. Ride the Lightning (Magnum Opus). As an action, you become overcharged with electricity. You can move up to your speed. During this movement, you do not provoke opportunity attacks and can move through creatures. Any creature you move through, as well as any creature within 10 feet of where you end your movement, must succeed on a Dexterity saving throw or take 8d6 lightning damage and be blinded until the end of its next turn. Creatures that succeed on the saving throw take half damage and are not blinded. Espresso Shot Bartending specialty Jolt Coffee (1-7 ingredients). This stuff puts some zip in your step. For 1 minute, you or a creature you can touch has its speed increased by 10 feet per ingredient spent. Wake-up Shot (1-7 ingredients). As an action, a number of creatures within 10 feet of you up to the number of ingredients spent gain a bonus to initiative rolls equal to your Intelligence modifier for 10 minutes. Eye of the Tiger (2 ingredients). As an action, you or a creature you can touch gain advantage on Dexterity saving throws against effects you can see. This lasts for 1 minute. Buzz (3 ingredients). As an action, you grant a creature you can touch the ability to use their bonus action to take the Dodge action. This lasts for 1 minute. Jitter Juice (5 ingredients). As an action, you or a creature you can touch can use their bonus action to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. This lasts for up to 1 minute, and the target must concentrate on the effect as if they had cast a spell. Double Shot (Magnum Opus). As a bonus action, you can immediately take another turn. If you use this effect more than once per long rest, you gain one level of exhaustion per additional use. House Special Bartending specialty Sometimes, you just want some alcohol instant-fermented. Round on the House (1-9 ingredients). Over the course of 1 minute, up to five creatures you can touch gain advantage on saving throws to resist being frightened for 10 minutes per ingredient used. Sober You Guys Up (1-9 ingredients). Over the course of 1 minute, up to five creatures you can touch gain advantage on saving throws to resist being charmed for 10 minutes per ingredient used. It's Healthy, Trust Me (1-9 ingredients). Over the course of 1 minute, up to five creatures you can touch gain advantage on saving throws to resist being poisoned for 10 minutes per ingredient used. It'll Put Hair On Your Chest (7 ingredients). As an action, one creature you can touch becomes immune to being charmed, frightened and poisoned for 1 minute. Zombie (Magnum Opus). Over the course of 1 minute, up to five creatures you can touch imbibe this forbidden cocktail. For the next ten minutes, affected creatures do not fall unconscious due to dropping to 0 hit points. They still make death saving throws as normal and will die instantly under conditions that would normally kill a creature at 0 hit points. Jungle Juice Bartending specialty It doesn't taste great, but this stuff can lead to extremely short-lived, extremely potent bouts of drunken confidence. Dance Floor (2 ingredients). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. Take a Shot Bro (3 ingredients). Your constant challenges inspire your allies to greater effort. As an action, you allow an ally you can see within 60 feet to use their reaction to use the Attack action. Life of the Party (5 ingredients). When you're this drunk, the fun never ends. When a creature you can see within 60 feet of you drops to 0 hit points but is not killed outright, you can use your reaction to allow them to remain conscious until the end of their next turn (they still make death saving throws as normal). Blackout (7 ingredients). You're going to regret this tomorrow, but for 1 hour you gain resistance to psychic damage and become immune to any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition. King of Dance (Magnum Opus). Somehow, your intense drunkenness has created the perfect opportunity. As an action, you allow a number of allies up to your Intelligence modifier to use their reaction to make a single weapon attack or cast a cantrip. Love Potion Alchemy specialty Love Spray (2 ingredients). As an action, one humanoid or beast you can touch must make a Wisdom saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failure, the creature is charmed by you for 1 hour or until you or your allies do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was drugged by you. Cologne (3 ingredients). As an action, you gain advantage on all Charisma skill checks for 10 minutes. Love Potion (5 ingredients). As an action, you can create this odorless and tasteless mixture, which retains its potency for up to 1 hour. Any creature that drinks it must succeed on a Wisdom saving throw or be charmed by you for 8 hours. The effect ends early if you or your allies attempt to harm the creature. When the effect ends, the creature knows it was drugged by you. Domination Spray (7 ingredients). As an action, one humanoid or beast you can touch must make a Wisdom saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failure, the creature will obey orders that you give it that it can understand (no action required to give commands) which it does its best to obey.

You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it can make another Wisdom saving throw, ending the effect on a success. The effect ends after 1 minute. Smile Bomb (Magnum Opus). As an action, you launch a canister of laughing gas, targeting a creature you can see within 60 feet of you. The creature begins giggling uncontrollably for up to 1 minute. While it is giggling, the creature has disadvantage on Wisdom saving throws and creatures make attack rolls against it with advantage. The creature can use its action to attempt a Constitution saving throw to end the effect early. Missile Dip Alchemy specialty While Weapon Coatings are useful long-term tools, more short-lived effects can be achieved with ranged weapons as well. Note: weapon attacks that use effects from this Recipe do not also benefit from additional damage from your Weapon Coatings feature. Flashbang (2 ingredients). As an action, make an attack with a ranged weapon against a creature within range of your weapon. On a hit, the creature takes normal attack damage and must succeed on a Constitution saving throw or be blinded and deafened for 1 minute. The creature can repeat this saving throw at the end of its turns, ending both effects on a success. Explosive Shot (3 ingredients). As an action, make an attack with a ranged weapon against a creature within range of your weapon. On a hit, the creature takes 2d8 thunder damage in addition to the normal weapon damage, and all creatures within 10 feet of it must succeed on a Dexterity saving throw or take 2d8 thunder damage as well. Frost Barrage (5 ingredients). As an action, make four ranged weapon attacks against one creature within range of your weapon. The target takes 1d8 + your Int modifier cold damage per attack that hits it. In addition, if a Large or smaller creature is hit by 3 or more shots, it must succeed on a Constitution saving throw or become frozen solid (petrified) until the beginning of your next turn. You can spend additional ingredients to make one additional attack per ingredient. Storm Spread (7 ingredients). As an action, make a ranged weapon attack against up to 6 creatures of your choice that you can see within a 60-foot cone. On a hit, a creature takes 8d6 lightning damage. Snipe (Magnum Opus). Using this effect requires that you spend your action, bonus action and half of your movement speed for the turn. Supercharging a single missile with every kind of enhancement you can think of, you make a ranged weapon attack against one creature within 150 feet you can see, ignoring the normal range of your weapon. On a hit, the creature takes 12d6 magical piercing damage. If the attack roll is a critical hit, the target must make a Constitution saving throw; on a failure, it also takes half of its maximum hit points in necrotic damage.

Phlebotomy Medicine specialty Anti-clotting Dart (2 ingredients). As an action, make a weapon attack, which does normal damage on a hit. In addition, if the target was hit, it takes 1d6 necrotic damage at the beginning of its next turn. At the end of its turn, it must succeed on a Constitution saving throw or take the damage again at the beginning of its next turn. This effect continues for up to 1 minute or until it makes the Constitution saving throw. You can increase the ongoing damage by 1d6 per additional ingredient spent on this effect. Blood Test (3 ingredients). Over the course of 1 minute, you can identify any diseases, poisons or curses affecting a creature you can touch. The creature then has advantage on any saving throws to end or mitigate the effect. Hemorrhage (5 ingredients). As an action, make a weapon attack against a creature you can see within 60 feet. On a hit, the creature is injected with a drug that rapidly increases their blood pressure to dangerous levels. They take 4d8 necrotic damage, and the next time they take piercing, slashing or necrotic damage, they take another 4d8 necrotic damage. Transfusion (7 ingredients). As an action, make a melee weapon attack against a creature you can see. On a hit, you extract a part of their life essence, dealing 6d6 necrotic damage. As a bonus action before the end of your next turn, you can heal a creature you can touch for the same amount. You Are Already Dead (Magnum Opus). As an action, a creature you can see within 15 feet of you must make a Constitution saving throw. On a failure, at the end of its next turn, the creature takes 10d10 necrotic damage as blood suddenly erupts from every orifice. If this damage kills the creature, its head explodes. Psycho-Brew Medicine specialty Mind Eraser (1 ingredient). As an action, one creature you can touch must make a Wisdom saving throw. If they are currently in combat with you or your allies, they make this save with advantage. On a failure, they lose all memories of the previous minute. You can increase the number of minutes forgotten by 1 minute per ingredient spent. Truth Serum (2 ingredients). As an action, one creature you can touch must make a Constitution saving throw or become charmed by you for 10 minutes. If they are currently in combat with you or your allies, they make this save with advantage. While charmed, they are giddy and regard you as a trusted confidant. This effect immediately ends if the creature is damaged. Once the effect ends, the creature is aware that you drugged them. Hypno Gas (5 ingredients). As an action, one creature you can touch must make a Wisdom saving throw. If they are currently in combat with you or your allies, they make this save with advantage. On a failure, they are charmed by you for 1 minute. While charmed, they are incapacitated and extremely suggestible, allowing you to change one memory of an event that happened in the past 24 hours, as in the modify memory spell. You can change one additional memory per additional ingredient spent on this effect. If the target takes damage while they are charmed, the effect immediately ends and their memory is not changed.

Fear Gas (7 ingredients). As an action, you designate a point within 60 feet of you that you can see. All creatures within a 20 foot sphere centered on that point must make Wisdom saving throws. On a failed save, the creature loses the ability to distinguish friend from foe for up to 1 minute, regarding all creatures it can see as enemies until the spell ends. Each time a target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If a creature provokes an opportunity attack from an affected creature, the creature must make that attack if it is able to. World of Pain (Magnum Opus). As an action, one creature you can see within 60 feet must make a Wisdom saving throw. On a failure, the creature takes 8d6 psychic damage as it is subjected to intense mental pain for up to 1 minute by your concoction (a creature takes half of the damage on a success and does not suffer any ongoing effects). While the effect lasts, the creature suffers disadvantage on attack rolls, skill checks and saving throws to maintian concentration that it makes. A creature suffering the ongoing effects of this recipe can repeat the Wisdom saving throw at the end of their turns, ending the effect early with a success. Creatures that are immune to being charmed automatically succeed on the saving throw triggered by this effect's initial activation. Restorative Draught Medicine specialty These potions can knit tissue, heal ailments and even bring the recently dead back from the brink. Healing Salve (1-9 ingredients). As an action, you or a creature you can touch recovers 1d8 hit points per ingredient spent. Healing Grenade (3 ingredients). As an action, you throw a canister of restorative liquid at a point within 60 feet of you. All creatures within 10 feet of that point regain 1d8 hit points, and do so again at the beginning of their next turns. The inital healing increases by 1d8 for every additional ingredient that you spend on this effect. Live Dammit (5 ingredients). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't restore to life a creature that has died of old age, nor can it restore a creature missing any of its vital body parts. Heal Bomb (7 ingredients). As an action, all creatures within a 30 foot radius of you regain 4d8 hit points. Healing Factor (Magnum Opus). As an action, you temporarily grant a creature you can touch regenerative abilities similar to a troll. For 1 minute, the creature regains 5 hit points per round, although this effect is ended early if the creature takes necrotic damage. If the effect lasts for the full minute, the creature also regrows any previously severed body parts.











Transformation Potion Alchemy specialty Mimicry Potion (2 ingredients). As an action, you disguise yourself or a willing creature you can touch as in the "Change Appearance" option of the alter self spell, but your clothing does not change and you can only choose to look like a humanoid you have made physical contact with within the last week. This lasts for 1 hour. Gill-Gro (3 ingredients). As an action, you or a willing creature you can touch becomes temporarily adapted to aquatic environments for 1 hour, becoming able to breathe underwater and gaining a swimming speed equal to your walking speed. Hyde Form (5 ingredients). As an action, you or a willing creature you can touch gains a savage aspect for 10 minutes. The creature's AC increases by 1, their speed increases by 10 feet and they gain a natural weapon of your choice (e.g. claws, fangs, horns, etc.). The natural weapon deals 1d8 of an appropriate damage type on hit, is considered to be magical for the purposes of overcoming resistance, and they have a +1 bonus to attack rolls and damage with that natural weapon. If you are the target for this effect, you can choose to apply one of your Weapon Coatings to the natural weapon (this does not count against your total applications of Weapon Coating). Growth Potion (5 ingredients). As an action, you or a willing creature you can touch doubles in size in all dimensions, and its weight is multiplied by eight. This growth increases the target's size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, the target also has advantage on Strength Checks and Strength Saving Throws. Polymorph Potion (7 ingredients). As an action, you or a willing creature you can touch turn into a beast that you have made physical contact with, as in the polymorph spell. This lasts for up to 1 hour, and the polymorphed creature must concentrate on the effect to maintain it as if they had cast the spell. Autonomous Tumor (Magnum Opus). Over the course of 1 hour, you imbibe a potion that causes a tumor to rapidly grow and detach from you. You can choose any number of hit points: the tumor incarnates with that many hit points, and you lose an equivalent number of maximum and current hit points (you cannot spend more hit points than you currently have, and temporary hit points are not taken into account for this damage). The tumor is a Tiny monstrosity, or Small if you spent more than half of your maximum hit points to create it. The tumor is autonomous if you are not directing it, but will always obey instructions from you, even through a telepathic connection that has a range of up to 1 mile. You can cause your tumor to die at will so long as it is within 1 mile of you. If your tumor dies of any cause, you regain the current and maximum hit points you spent to create it at the end of your next long rest. If you die, your tumor instantly dies as well.