Brewmaster 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--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, Medium

: Light, Medium Weapons : All Simple Weapons

: All Simple Weapons 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 weapon

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

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

(a) leather armor and a dagger or (b) scale armor 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 yourself or the people around you.





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 among 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 1st +2 Mixology, Brewing Specialty, Brew Launcher 1 4 2 2nd +2 Weapon Coatings, Rapid Brewing 1 6 2 3rd +2 Brewing Specialty Feature 2 14 3 4th +2 Ability Score Improvement 2 17 3 5th +3 Extra Attack 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 Toxic Flesh 5 57 7 10th +4 Brewing Specialty Feature 5 64 7 11th +4 Canister Customization 5 72 7 12th +4 Ability Score Improvement 6 72 7 13th +5 Flawless Chemist 6 80 7 14th +5 Brewing Specialty Feature 6 80 7 15th +5 Iron Constitution 7 88 7 16th +5 Ability Score Improvement 7 88 7 17th +6 Signature Recipe 7 96 7 18th +6 Burst of Genius 8 96 7 19th +6 Ability Score Improvement 8 96 7 20th +6 Master of Brews 8 96 7 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 Brewmasters also typically deploy many of their creations at range, to prevent retaliation or any possible harmful side effects. Each Brewmaster deploys their Recipes in their own way; some simply throw them, while others use slings or even crossbows. As a Brewmaster, you have particular skill in aiming at range. When you make a ranged weapon attack (including with any recipes that say to do so), you add +2 to your attack roll. This does not stack with the Archery Fighting Style. 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. Weapon Coatings At 2nd level, you develop long-lasting coatings for your weapons. Choose two from acid, cold, fire, lightning, poison and thunder. At the end of a long rest, you can apply a coating to up to two weapons, choosing from the damage types you have selected. The coatings last for 8 hours, and while they are active no one else can safely use those weapons. When you hit a creature with a coated weapon, you deal extra damage of the chosen type equal to your proficiency modifier. At levels 8 and 15, you can choose one additional damage type to select from.

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. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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 (no more than its maximum value). Once you use this feature, you must complete a long rest before using it again. Toxic Flesh At 9th level, your self-experimentation has led to your body tasting awful to pretty much everything. When a creature hits you with a bite attack or swallows you whole, it must succeed on a Constitution saving throw against your Brew Save DC or be poisoned for 1 minute. Canister Customization At 11th 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 can instead be done with a bonus action.





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 that it does normally (min. 1). For effects with variable costs, spending one ingredient produces the 3-ingredient effect, while spending five ingredients produces the 7-ingredient effect (you cannot spend more than five ingredients on an effect in your Signature Recipe except by using Canister Customization, which still cannot exceed your maximum complexity). 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 10 ingredients on that effect, ignoring your normal maximum complexity. If you use this with your Signature Recipe, you can spend up to 8 ingredients to get a 10-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 Bartender Secret Menu At 1st level, you learn two additional recipes of your choice. They must be chosen 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, your unarmed attacks and attacks with improvised weapons use a d4 for damage, and you can use your Strength modifier when determining your attack and damage bonuses with your Brew Launcher. 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. 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 also gain the benefits of the Recipe as if you had used it on yourself. Alchemist Bottle Fame, Brew Glory At 1st level, you learn two additional recipes of your choice. They must be chosen 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, your brews are unusually long-lasting. When you deal damage to a creature with a Recipe from the Alchemy specialty, the creature takes an additional 1d8 damage of the same type they took at the beginning of their next turn. 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 under the Alchemy category, 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.









Minor Reaction At 6th level, you are able to efficiently generate minor alchemical effects without using significant quantities of ingredients. You can cast prestidigitation at will without expending ingredients. 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 disarm and 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 from the Alchemy specialty, its AC is reduced by 1 until it takes a long rest. Damaging an enemy multiple times does not further reduce its AC, but this AC reduction can stack with other AC reduction effects. Medic On Duty At 1st level, you learn two additional recipes of your choice. They must be chosen 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. Anatomical Knowledge At 3rd level, your expertise in anatomy allows for devastating strikes to weak points. After you roll a critical hit on an attack roll, the target of the attack has disadvantage on the next attack roll it makes. 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 or curses affecting it

Its Strength, Dexterity and Constitution scores

Ingredient..."Recycling" At 10th level, you are able to repurpose "leftovers" from the healing process as future ingredients. When you spend ingredients to activate a Recipe under the Medicine specialty, you can recover half of the ingredients used (just don't tell your allies). 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 7 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: petrification, stunned, an effect reducing the target's hit point maximum, a reduction to the target's ability scores, or one level of exhaustion. Alchemic Acid Alchemy specialty Acid Throw (1-7 ingredients). 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). 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). 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. Corrosive Bolt (7 ingredients). 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.

Alchemic Fire Alchemy specialty Firebomb (1-7 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 60 feet of you. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall is conjured, 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. The wall lasts for 1 minute. Alchemic Frost Alchemy specialty Frost Bomb (1-7 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. You gain resistance to cold and fire damage. This lasts for 1 minute, and ends early if you take fire 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. Snap Freeze (7 ingredients). As an action, you spray a creature you can touch with hypercold fluid. The creature must make a Constitution saving throw, taking 8d8 damage on a failure or half that on a success. In addition, a Large or smaller creature becomes petrified for 1 minute on a failure.

Alchemic Glue Alchemy specialty This recipe produces a sticky substance that rapidly grows and solidifes upon contact with air. Snare (1-7 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 10 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, which must not be more than 15 feet away from each other. 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. 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 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 attempt to break free by making a Strength(Athletics) check against your Brew Save DC. Barkeep's Friend Bartending specialty Every now and then a customer gets too rowdy and needs to be subdued. A good Brewmaster is always prepared with concoctions to apply to melee weapons to amp up their normal Weapon Coatings. Enhanced Coating (1-7 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, it deals an additional 1d8 damage of the weapon's coating's damage type per ingredient spent. This attack does not benefit from normal Weapon Coating damage. Kinetic Weapon (1-7 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 end of your turn, that enemy takes an additional 1d4 thunder damage per ingredient spent and is knocked back 10 feet per ingredient spent. 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 throw the weapon at a creature within its normal range, the weapon bounces back to you after damage is dealt. 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. 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, you or 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, you or 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 you are subject to an effect that would kill you 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, you or a creature you can touch gain resistance to nonmagical bludgeoning, piercing and slashing damage for 1 minute. Bolstering Brew Medicine specialty A collection of preventative potions, made with herbs extracted with alcohol. Fortify (1-7 ingredients). As an action, you or a creature you can touch gains 5 temporary hit points per ingredient spent. Elemental Extract (3 ingredients). As an action, you or a creature you can touch gains resistance to one of the following damage types for 1 minute: acid, cold, fire, lightning, or poison. Explorer's Tincture (5 ingredients). As an action, you or a creature you can touch ignores the effects of extreme heat or cold for 24 hours. Ounce of Prevention (7 ingredients). As an action, you or a creature you can touch gains immunity to one of the following damage types for 1 minute: acid, cold, fire, lightning, or poison.

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 10 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. Ride the Lightning (7 ingredients). As an action, you become overcharged with electricity. You can move up to your speed, able to move through creatures and not triggering opportunity attacks. Any creature you move through, as well as any creature within 10 feet of where you ended your movement, must succeed on a Dexterity saving throw or take 8d6 lightning damage and be stunned until the end of its next turn. Creatures that succeed on the saving throw take half damage. 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. Jitter Juice (3 ingredients). As an action, you or a creature you can touch can use their bonus action to take the Dodge action. This lasts for 1 minute. Double Shot (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. House Special Bartending specialty Sometimes, you just want some alcohol instant-fermented. Round on the House (1-7 ingredients). Over the course of 1 minute, a number of creatures you can touch up to the number of ingredients used gain advantage on saving throws to resist being frightened for 1 hour. Sober You Guys Up (1-7 ingredients). Over the course of 1 minute, a number of creatures you can touch up to the number of ingredients used gain advantage on saving throws to resist being charmed for 1 hour. It's Healthy, Trust Me (1-7 ingredients). Over the course of 1 minute, a number of creatures you can touch up to the number of ingredients used gain advantage on saving throws to resist being poisoned and resistance to poison damage for 10 minutes. It'll Put Hair On Your Chest (7 ingredients). Over the course of 1 minute, one creature you can touch becomes immune to being charmed, frightened and poisoned for 10 minutes. 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). You lead your allies in a dance that you just came up with. 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 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. 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, for 10 minutes, you have advantage on Charisma skill checks. Love Potion (5 ingredients). As an action, you can create this 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. 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. 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 a single 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. 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 a single ranged weapon attack 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 a creature within range of your weapon. The target takes 2d6 + 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. 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 10 minutes. You can increase the number of minutes forgotten by 10 minutes 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. While charmed, they are giddy and regard you as a trusted confidant. This effect immediately ends if the creature is damaged. 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 Intelligence 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 an enemy provokes an opportunity attack from an affected creature, the creature must make that attack if it is able to. Restorative Draught Medicine specialty These potions can knit tissue, heal ailments and even bring the recently dead back from the brink. Healing Salve (1-7 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. 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.