Brewer's Tools

by Bex and many more

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Brewers Tools

Modified For a

The Bloody BeetRoots

In a world full of well described other artisan tools, time for some PC's to get drunk.






















Please be advised this is NOT an original work. Please view credits for all borrowed contents.

THIS IS NOT INTENDED FOR SALE/RESALE. IT SHOULD BE FOR PRIVATE USE ONLY.

Brewing

Brewing is the art of harnessing latent magical and medicinal properties through mechanical, chemical, and metabolic means. Juice, teas, spirits, and beers all affect the body and mind in different unique ways. Although alcoholic brews are considered to be a poison, poison resistance have little not no effect on how the brews react to your body.


Brewer's Tools Check


When making a Brewer's Tools Check, you must subtract gold from your inventory representing the necessary components for crafting. Checks for tea yield one product that can be used 3 times. Wine, spirits, juices and jellies yield multiple products that can be used only once. Beer yields only one product that can be used once.


Make a Brewer's Tools check and add your Brewer's Tools modifier. Consult the table below to see what progress was made toward creating the item, adding the DC mods for the chosen brews to the Brewing DCs on the table. If you've earned Crafting Points equal to or greater than the Crafting Cost listed for the item plus the Craft modifiers (if any), then the brew is complete. Otherwise, you will need to make more crafting attempts to finish it.


Brewer's Tools Check
DC (Base) Progress Result
1 or less Ruined! All progress is lost and only 30% of the gold is recoverable
2-9 No Progress. No crafting points gained
10-19 Steady Progress. Items gain 1 crafting point
20+ Noteworthy. Items gain 2 crafting points

Time Spend Brewing


You can make crafting attempts for a maximum of 8 hours a day. If you work for at least two hours, you may make 1 crafting attempt but it is at disadvantage. If you work for at least 4 hours, you may instead make a number of crafting attempts equal to 1 or half your Constitution modifier (rounded down), whichever is higher. If you work for the full 8 hours, you may instead make a number of crafting attempts equal to 2 or your Constitution modifier -1, whichever is higher.

Characteristics of Different Brews


Each brew is unique, but they fall into distinct categories. Beers augment physical strength. Juices and jellies enhance your constitution. White teas clear the mind to focus on intellect. Green teas rejuvenate and boost wisdom, sense and perception. Black teas bolster charisma, confidence, and sense of identity.


As mentioned before these different brews yield a certain amount of results and lasts for corresponding amount of hours. There are different levels of brewing, at each level the DC for creating these brews increase by 1 and the amount of hours they last also increases by 2 hours.

On the next two pages you can find a table reflecting all necessary details for a quick preview. For a complete list of Brew Descriptions reference Appendix C.

Brewery Sickness


Brewing Sickness


A regular working day would be 8 hours. If you work +8 hours consecutively you will suffer 1 level of exhaustion in correspondence to the amount of +8 hours you have overworked.

Alcohol Level and Intoxicated Conditions


A player is allowed to drink as many drinks as he would want (or up to the DM's discretion). However, the drink effects do NOT stack. The Brewed alcohol is somewhat stronger than what you would purchase at a tavern, therefore for every drink you have had use the drunk modifier to determine your fate in the morning after. If you have poison resistance use the resistance modifier instead.


If you fail the save roll a D100 and determine your fate based on Appendix B or up to DM's discretion.


Morning After "Fate"

Follow these examples for your Morning After fate

  • Normal = (1D20 + Cons) - Drunk Modifier
  • Poison Resistance = (1D20 + Cons) - Resistance Modifier
  • DC save = 15

Drunk Modifier
Alcohol Level Applied Intoxicated Conditions Drunk Modifier Resistance Modifier
0 Sober; You are not being affected by alcohol -1 0
1 Tipsy; You become talkative and amicable -2 0
2 Drunken; It’s really starting to take effect -3 -1
3 Inebriated; You’ve become a little loud and clumsy -4 -1
4 Woozy; I should really stop soon… -5 -2
5 Ill; I don’t feel so well…Why didn’t I stop… -6 -2
The Brews
Name of Brew Crafting Points Added DC Cost GP Temporary Advantage Temporary Disadvantage Serves Duration in hours
Ale of the Mule 1 +1 3 Heavy armor proficiency for Lose proficiency with Medium armor 1 2
Black Diffidence 3 +1 42 Gain Nimbleness regardless of actual size Lose 15 feet movement speed 3 2
Bombastic Black 3 +1 42 Advantage on intimidation rolls Disadvantage on athletic rolls 3 2
Concentrated Bulwark 4 +1 26 Gain half cover for ranged attackes Melee -2 damage 4 2
Endurance Lager 1 +1 3 Advantage WIS saves and check Disadvantage CHAR saves and check 1 2
Octopus Jelly 4 +1 26 Add ability modifier to bonus attack When reacting - 2 damage 4 2
Deft Juice 9 +2 68 Increase die size -2 to attack 4 4
Pabulum Gin 12 +2 200 Double the healing done on others Cannot heal yourself 6 4
Phoenix Embers 12 +2 200 Double the healing done on yourself Cannot heal others 6 4
Ram's Stout 13 +2 80 Head is a natural weapon as 1d8 Actual weapon -2 damage 1 4
White Noise 15 +2 120 Gain proficiency in any 1 language for the duration Cannot speak Common for the duration 3 4
Winter Bear 12 +2 200 Gian twice your total hp as temporary hp After battle suffer 1 level of exhaustion 6 4
The Brews
Name of Brew Crafting Points Added DC Cost GP Temporary Advantage Temporary Disadvantage Serves Duration in hours
Dog Tea of the Prairie 22 +3 178 Cannot be surprised You also cannot surprise others 3 6
Dusty Miller 15 +3 175 Talk to beasts Unable to speak common 3 6
Elven Calen Tea 15 +3 175 Gain Darkvision 30/60 feet Lose vision in well lit areas 30/60 feet 3 6
Green Hawk 15 +3 175 +5 passive perception -5 to initiative 3 6
Juggernaut Draught 17 +3 120 Advantage in breaking restraints Disadvantage with thieves' tools 1 6
Orcish Absinthe 27 +3 315 Reduce to 1 hp instead of dropping to 0 After battle suffer 1 level of exhaustion 6 6
Root Juice 9 +3 100 Move through difficult terrain normally Initiative -2 4 6
Black Root 20 +4 252 Lightning resistance Poison susceptibility 3 8
Bright Luminance 20 +4 252 Psychic resistance Fire susceptibility 3 8
Honey Scotch 24 +4 450 Poison resistance Acid susceptibility 6 8
Lifebloom Tea 30 +4 255 Necrotic resistance Radiant susceptibility 3 8
Mammoth Port 26 +4 180 Force resistance Psychic susceptibility 2 8
Nightshade 30 +4 255 Radiant resistance Necrotic susceptibility 3 8
Oozing Jelly 12 +4 34 Acid Resistance Poison susceptibility 4 8
Salamander Juice 12 +4 34 Fire resistance Lightning susceptibility 4 8
Amber Tiger 34 +5 260 Advantage STR saves and check Disadvantage WIS saves and check 1 10
Black Steel Tea 25 +5 343 +2 CHAR -2 WIS 3 10
Dense Mescal 30 +5 612 Advantage CONS saves and check Disadvantage INT saves and check 6 10
Frosted Almond Tea 37 +5 345 +2 INT -2 CHAR 3 10
Leaden Grey 25 +5 343 Advantage CHAR saves and check Disadvantage DEX saves and check 3 10
Maple Juice 22 +5 200 +2 DES -2 STR 4 10
Otterberry Tea 37 +5 345 +2 WIS -2 DEX 3 10
Ox Bock 34 +5 260 +2 STR -2 CONS 1 10
Serpentine Syrup 15 +5 196 Advantage DEX saves and check Disadvantage CONS saves and check 4 10
Staunch Whiskey 45 +5 615 +2 CONS -2 INT 6 10
White Lotus 25 +5 343 Advantage INT saves and check Disadvantage STR saves and check 3 10
Item Crafting Sheet
Item Name Spell Save DC Total C.P Trials
Brewing Name Here Base + Added DC Crafting Points Trial #1 Amount Trial #2 Amount Trial #3 Amount Trial #4 Amount Trial #5 Amount Trial #6 Amount Trial #7 Amount Trial #8 Amount Trial #9 Amount Total Trial Amount
=
=
=
=
=
=
=
=
=
=
=
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Appendix A

Potion Crafting Sheet

Brewer's Tools Modifier
Brewer Tools Modifier = Wisdom Modifier + Proficiency Bonus
Brewer Tools Modifier = +
Brewer's Tools Check Results
DC (Base) Progress Result
1 or less Ruined! All progress is lost and only 30% of the gold is recoverable
2-9 No Progress. No crafting points gained
10-19 Steady Progress. Items gain 1 crafting point
20+ Noteworthy. Items gain 2 crafting points

Appendix B

Morning After Fate

Upon Failing your Cons check, roll D100 to decide your fate

1 On the floor of your room, clothing torn, missing 1d10 gold
2 In a strange carriage, and you notice it's already left the city gates
3 Stuffed into a barrel, soaking wet, and reeking of rotten fish
4 On the counter of the bar, patrons trying to eat and drink around you
5 In the inn stables, wearing a horse's saddle on your own back
6 In the city barracks, wearing the full plate armor of an officer
7 In your own bed, naked and holding a wanted poster with your face
8 In the city square, tarred, feathered, and being loudly laughed at
9 In a basement, surrounded by a make-shift shrine dedicated to you
10 In a local fighter guild, wearing a medal of champions you didn't win
11 In a local magic guild, with one unmarked potion bottle in each hand
12 In a local thieves guild, stashed among 5d10 gold amount of loot
13 Inside of a barrel, and there's definitely someone rolling it
14 In the middle of the street, a guard slapping you awake
15 In an alleyway, with 1d4 hooligans stealing your things
16 In an alleyway, with 1d6 of your gold missing from your pockets
17 In an alleyway, propped next to a mannequin that looks like you
18 In the bed of a dodgy inn, clothes soaked blood that isn’t yours
19 In the bed of a dodgy inn, 3d10 gold richer from gambling wins
20 In the bed of a dodgy inn, tied up and gagged, not in a good way
21 Outside the city walls, with a decree of your exile for your crimes
22 In a fine dress shop, wearing their fanciest wedding gown
23 In a jeweler's store, covered in over 2,000 gold worth of gems
24 In a clothier's, half dressed, obviously trying to swap out clothing
25 In a carvery, surrounded by hanging meat from all human-like races
26 In a library, books scattered, having been sleeping on the shelf
27 On the floor of your room, your body outlined in white chalk
28 On the floor of your room, wearing the armor of one of your companions
29 On the floor of your room, and a scarecrow looking like you is in the bed
30 In a wheat field, smack in the middle of a strange crop circle
31 In an empty field, having been planting a bag of blue glowing seeds
32 In a strange bed, with the smell of fresh baked biscuits from the kitchen
33 In a strange bed, a married couple standing nearby, arguing about you
34 In a barn, and a fire has started from a nearby knocked over lantern
35 In the church, the earnings from the donation box now in your pockets
36 In the church, your name written over their holy symbol in blood
37 In the church, dressed in wedding garb, with guests starting to arrive
38 In the church, naked, with the priest in the middle of a lecture
39 In the graveyard, surrounded by 1d4 dug up bodies, holding a shovel
40 In the graveyard, cold, alone, and under a gravestone bearing your name
41 In a ditch, having lost a pretty serious fight the night before
42 In a ditch, having won a pretty serious fight the night before
43 In an empty well, all the way at the bottom, with no rope
44 In an orchard, in the middle of what appears to be a fairy circle
45 In the home of the town leader with the maid screaming for help
46 In the streets, wearing a sign that says "will sing for ale"
47 In the streets, clothing tattered, and all your belongings missing
48 In the streets, sore, with a new crude tattoo down your arm

Morning After Fate

Continued



49 In a windmill, coated head to toe in grain and flour
50 On a windmill, caught on a sail, slowly going 'round and 'round
51 On the floor of the tavern, sticky, wet, and with a bill for 1d20 gold
52 In the tavern kitchen, face-to-face with the pig being used for dinner
53 In the tavern, spread on the dining table without any clothes
54 In the branches of a tree, wearing a crown of berries and leaves
55 In an herb garden, hands full of a very itchy, hive-enduring plant
56 In a strange house, with a large individual referring to you as -pet
57 In a strange house, the family huddled in the corner, terrified of you
58 In a strange house, the place looking ransacked, and 1d10 gold in hand
59 In a strange house, with odd summoning circles on all the floors
60 In a strange house, no furniture, just the word "FEAR" on the wall
61 In the river, luckily face up, soaking wet and clinging to shore
62 In the nearby forest, lost, abandoned, and you hear a monster's howl
63 In the nearby forest, laying in mushrooms, and you see so many colors
64 In your own bed, curled up next to a cold, rigid corpse
65 In your own bed, having stolen the blankets from everyone else last night
66 In your own bed, with a painting of the spider on your ceiling
67 In the town square, the word "MAYOR" painted across your chest
68 In a general goods store, flour "snow angels" all over the floor
69 In a general store, holding the lock box of earnings in your arms
70 In a general goods Store, having used all their ink to paint their walls
71 In a basement, chained up, with a bowl of food set out in front of you
72 In a basement, trapped in a maze of dusty boxes that go to the ceiling
73 In a livestock pen, dressed to look like one of the cows
74 Outside the walls, with a letter saying you're exiled for your "crimes"
75 Outside the walls, pockets full of 3d20 gold you didn't have before
76 In the dungeon, chained to the wall, with a skeleton hanging beside you
77 In the dungeon, and you feel the hot breath of a monster on your neck
78 In the kitchen, coated head to toe in flour, and so is the kitchen
79 in the barracks, wearing a guard's uniform, and the alarm bell rings
80 In the barracks, and 1d10 guards are around you, weapons drawn
81 In the undercroft, and you swear you can hear a child's voice calling you
82 In the undercroft, tied to a chair, with angry guards flanking you
83 In the royal chambers, having been hidden under the bed
84 In the royal chambers, locked inside of a wardrobe with no way out
85 In a treasure room, on a pile of gold, guards banging on the door
86 In the great hall, having painted your own visage onto a wall mural
87 In the courtyard, pockets heavy with 4d20 gold you can't account for
88 In the courtyard, holding signed papers giving you a noble title
89 In the ballroom, holding a bloody silver candlestick
90 In the bed of a guard, but you're the one wearing their uniform
91 In the bed of a guard, yet there are two guards sandwiching you
92 On the ruler's throne, naked, and you hear the room's door opening
93 On the ruler's throne, wearing a paper crown that says "OBEY ME".
94 Floating in the moat, wakened by the feeling of scales against your leg
95 Next to one of your companions, locked together with chains
96 In the library, holding book you've written, full of drunken rambles
97 You wake up in your bed, a document from a local judge stating you legally changed your name to same name as a party members.
98 You wake up in your bed, spooning someone who looks exactly like you.
99 You wake up in jail on minor charge, pay 4d10gp for bail or spend 1d4 days behind bars.
100 ROLL TWICE MORE & COMBINE THE OUTCOMES.

Appendix C

Brew Descriptions

Listed in alphabetical order


Ale of the Mule


  • Cost: 3 Gold Pieces
  • Sale: 1 Gold Piece
  • Duration: 2 Hours
  • Yield: 1 Bottle (1 use)

This light brown ale refreshes your pallet and quenches your thirst on a hot day. You’ve suddenly picked up the secret technique on how to use a heavier armor for a duration of 2 hours. However, you have also seemed to magically forgotten how to use light armor.

Amber Tiger


  • Cost: 260 Gold Pieces
  • Sale: 25 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Bottle (1 use)

This full bodied amber ale is full of flavor and body. Your next Strength saving throws and checks are made with advantage. This boost in Strength has its downside as you are now somewhat slower. Your Wisdom saving throws and checks are now at disadvantage. After 10 hours, the ale is fully metabolized and is not present in your body.

Black Diffidence


  • Cost: 42 Gold Pieces
  • Sale: 10 Gold Pieces
  • Duration: 2 Hours
  • Yield: 1 Pot (3 uses)

This hot black tea makes you feel meek and humble, and quiet slippery. You gain nimbleness regardless of your actual size. You in turn also lose 15 movement speed for the duration.

Black Root


  • Cost: 252 Gold Pieces
  • Sale: 28 Gold Pieces
  • Duration: 8 Hours
  • Yield: 1 Pot (3 uses)

This bold, caffeinated black tea makes you feel like you could capture lightning. You gain resistance to lightning damage, but this magical strength pulls from a different location. If you’re hit by poison it is double damage. This effect lasts for 8 hours. Afterwards, the tea is fully metabolized and is not present in your body.

Black Steel Tea


  • Cost: 343 Gold Pieces
  • Sale: 32 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Pot (3 uses)

This mild, caffeinated black tea helps to give you an impressive bearing. You gain +2 Charisma for 10 hours. However, your ability to observe little details falter for the same duration; - 2 Wisdom.

Bombastic Black


  • Cost: 42 Gold Pieces
  • Sale: 10 Gold Pieces
  • Duration: 2 Hours
  • Yield: 1 Pot (3 uses)

This hot black tea makes you feel large and bold. For a duration of 2 hours you have advantage on intimidation rolls. You also get disadvantage on athletic rolls.

Bright Luminance


  • Cost: 252 Gold Pieces
  • Sale: 28 Gold Pieces
  • Duration: 8 Hours
  • Yield: 1 Pot (3 uses)

The soothing white tea causes your mind to feel peaceful and fortified. You gain resistance to psychic damage. As your body heats up, you realize you’re at a disadvantage against fire damage. After 8 hours the tea is fully metabolized and is not present in your body.

Concentrated Bulwark


  • Cost: 26 Gold Pieces
  • Sale: 6 Gold Pieces
  • Duration: 2 Hours
  • Yield: 4 Bottles (1 use)

This yellow and sour juice causes your reflexes to shift and shudder and your body writhes in energy. For the purpose of ranged attacks, you gain half cover. Attacks and spells that ignore cover also ignore this effect. In turn damage done with a melee weapon loses 2 damage points.

Deft Juice


  • Cost: 68 Gold Pieces
  • Sale: 15 Gold Pieces
  • Duration: 4 Hours
  • Yield: 4 Bottles (1 use)

This red and sweet juice causes your fingers to twitch with excitement. For a duration of 4 hours weapon die are rolled at one size larger. If your weapon die is currently a d12 then roll 2d8. Unfortunately your excitement comes at a cost of -2 to attack.

Dense Mescal


  • Cost: 612 Gold Pieces
  • Sale: 58 Gold Pieces
  • Duration: 10 Hours
  • Yield: 6 Bottles (1 use)

This heavy, full-flavored spirit enriches the body and hardens the immune system. For the next 10 hours you gain advantage on any Constitution saves and checks. However your Intelligence drop, and you are now at a disadvantage for the checks and saves that require intelligence for the same duration. Afterwards, the spirit is fully metabolized and is no longer present in your body.

Dog Tea of the Prairie


  • Cost: 178 Gold Pieces
  • Sale: 25 Gold Pieces
  • Duration: 6 Hours
  • Yield: 1 Pot (3 uses)

The earthy, green flavors of this tea seem to open your eyes and ears as the world comes into clearer focus. For a duration of 6 hours you cannot be surprised if you are conscious. Just your luck you become very clumsy and you lose the ability to surprise others.

Dusty Miller


  • Cost: 175 Gold Pieces
  • Sale: 23 Gold Pieces
  • Duration: 6 Hours
  • Yield: 1 Pot (3 uses)

This somewhat chalky white tea makes your tongue rattle. You lose the ability to speak common, but gain the ability to communicate with beasts for 6 hours.

Elven Calen Tea


  • Cost: 175 Gold Pieces
  • Sale: 23 Gold Pieces
  • Duration: 6 Hours
  • Yield: 1 Pot (3 uses)

The strong minty green flavors of this tea seem to cut through the shadows. For the duration of 6 hours you gain additional 30 feet dark vision (or just 30, if you don't initially have any darkvision), but you are blinded in broad daylight.

Foxtail


  • Cost: 3 Gold Pieces
  • Sale: 1 Gold Piece
  • Duration: 2 Hours
  • Yield: 1 Bottle (1 use)

This nutty green tea hones the mind and spirit into something agile. Your next Wisdom saving throws are made with advantage. You do become less and less personable and for the duration your Charisma saves and throws are made at a disadvantage. After a duration of 10 hours the tea is fully metabolized and is no longer present in your body.

Frosted Almond Tea


  • Cost: 345 Gold Pieces
  • Sale: 35 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Pot (3 uses)

This sweet white tea stimulates the mind, causing knowledge to be more readily available. You gain +2 Intelligence. Just as you think you have it all, your personality takes a dip. Charisma will be -2 for the duration same duration of 10 hours.

Green Hawk


  • Cost: 175 Gold Pieces
  • Sale: 23 Gold Pieces
  • Duration: 6 Hours
  • Yield: 1 Pot (3 uses)

The peppery green flavors of this tea seems to deepen your attention on your surroundings. For the duration of 6 hours you gain +5 passive perception. However your ability to react has slowed down. For the same duration your initiative is at -5.

Honey Scotch


  • Cost: 450 Gold Pieces
  • Sale: 50 Gold Pieces
  • Duration: 8 Hours
  • Yield: 6 Bottles (1 use)

This delicate scotch has notes of honey and make you feel like you could ignore the natural world and relax. You gain resistance to poison damage. Be aware, you also become highly susceptible to acid for the same duration. Afterwards the spirit is fully metabolized and is not present in your body.

Juggernaut Draught


  • Cost: 120 Gold Pieces
  • Sale: 27 Gold Pieces
  • Duration: 6 Hours
  • Yield: 1 Bottle (1 use)

This malty and nutty beer pushes you to throw off shackles and restraints. When shackled by physical restraints you gain advantage to break those restraints. However the knowledge on how to use thieves’ tools to pick those locks slipped your mind. When using thieves tools you are at a disadvantage.

Leaden Grey


  • Cost: 343 Gold Pieces
  • Sale: 32 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Pot (3 uses)

This heavy black tea bolsters the spirit and fills you with confidence. Your next Charisma saves and throws are made with advantage. Your ability to be sneaky takes a hit from this delicious brew. Your Dexterity saves and throws are now at disadvantage. After 10 hours the tea is fully metabolized and is no longer present in your body.

Lifebloom Tea


  • Cost: 225 Gold Pieces
  • Sale: 30 Gold Pieces
  • Duration: 8 Hours
  • Yield: 1 Pot (3 uses)

This delicate green tea causes your body to resist the effects of decay. You gain resistance to necrotic damage. This unholy resistance give you disadvantage on radiant damage.

Mammoth Port


  • Cost: 180 Gold Pieces
  • Sale: 34 Gold Pieces
  • Duration: 8 Hours
  • Yield: 2 Bottles (1 use)

This heavy full bodied port fills you with feelings of immobility. You gain resistance to force damage. At the same time your mind begins to weaken as you become highly susceptible to psychic damage.

Maple Juice


  • Cost: 200 Gold Pieces
  • Sale: 20 Gold Pieces
  • Duration: 10 Hours
  • Yield: 4 Bottles (1 use)

This sugary, sweet juice makes your body feel lithe. You gain +2 Dexterity. Your strength seems to have been negatively affected by this tea and therefore you have lost 2 Strength for the same duration.

Nightshade


  • Cost: 255 Gold Pieces
  • Sale: 30 Gold Pieces
  • Duration: 8 Hours
  • Yield: 1 Pot (3 uses)

This thin black tea deadens the light around you. You gain resistance to radiant damage. However your body cannot handled being damaged by necrotic damage. You now are highly susceptible to it.

Octopus Jelly


  • Cost: 26 Gold Pieces
  • Sale: 6 Gold Pieces
  • Duration: 2 Hours
  • Yield: 4 Bottles (1 use)

This gelatinous and flavorless juice invigorates your muscles with extra ambidexterity. You can add your bonus attack if you do not normally. However, if you are attacking as a reaction damage is decreased by 2.

Oozing Jelly


  • Cost: 34 Gold Pieces
  • Sale: 16 Gold Pieces
  • Duration: 8 Hours
  • Yield: 4 Bottles (1 use)

This gelatinous and gooey juice cause you to sweat slimy mucus you gain resistance to acid damage. This resistance is drawn from your ability to resist some poison. You are now highly susceptible to all poisons.

Orcish Absinthe


  • Cost: 315 Gold Pieces
  • Sale: 45 Gold Pieces
  • Duration: 6 Hours
  • Yield: 6 Bottles (1 use)

This burning spirit is for the stoutest hearts, and its fire drives a strong will to live within you. For duration of the effect, when you are reduced to 0 hit points, but not killed outright, you ca be reduced to 1 hit point instead. When the battle has been concluded you will suffer 1 level of exhaustion.

Otterberry Tea


  • Cost: 345 Gold Pieces
  • Sale: 35 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Pot (3 uses)

This tart tea is made from the prickly leaves of the Otterberry plant. You gain +2 Wisdom, however your accuracy has decreased drastically. For the same duration you will have -2 Dexterity.

Ox Bock


  • Cost: 260 Gold Pieces
  • Sale: 25 Gold Pieces
  • Duration: 10 Hours
  • Yield: 1 Bottle (1 use)

This salty bock makes you feel as strong as an ox,…maybe even stronger! You gain +2 Strength for the duration. However, your Constitution drops by 2 for the same duration.

Pabulum Gin


  • Cost: 200 Gold Pieces
  • Sale: 33 Gold Pieces
  • Duration: 4 Hours
  • Yield: 6 Bottles (1 use)

This herb infused spirit gives you a healing aura. Whenever you heal others this aura assists by doubling its effects. Keep in mind you become immune to the aura and all sorts of healing effects. Therefore healing done on yourself will not work.

Phoenix Embers


  • Cost: 200 Gold Pieces
  • Sale: 33 Gold Pieces
  • Duration: 4 Hours
  • Yield: 6 Bottles (1 use)

This orange and yellow spirit burns your tongue as it goes down. When you or anyone who helps you heal you regain double the hit points rolled. Keep in mind when you drink this you become unable to heal others.

Ram’s Stout


  • Cost: 80 Gold Pieces
  • Sale: 10 Gold Pieces
  • Duration: 4 Hours
  • Yield: 1 Bottle (1 use)

This dark stout beer has an intense, bold flavor. For the duration your head is considered a natural weapon and you can attack with it for 1d8 bludgeoning damage. However your regular attack do -2 damage for the same duration.

Root Juice


  • Cost: 100 Gold Pieces
  • Sale: 13 Gold Pieces
  • Duration: 6 Hours
  • Yield: 4 Bottles (1 use)

This earthy and gingery juice makes you feel at home with the surrounding environment. When you move through difficult terrain, you can travel at a normal pace without penalty. However you deduct 2 from your initiative rolls.

Salamander Juice


  • Cost: 34 Gold Pieces
  • Sale: 16 Gold Pieces
  • Duration: 8 Hours
  • Yield: 4 Bottles (1 use)

This warm, sour juice makes you feel like you can reach into a burning campfire. You gain resistance to fire damage. This magical effect pulls from your other defenses. You are now highly susceptible to lightning damage.

Serpentine Syrup


  • Cost: 196 Gold Pieces
  • Sale: 18 Gold Pieces
  • Duration: 10 Hours
  • Yield: 4 Bottles (1 use)

This thick, syrupy drink coils your system into a spring. Your next Dexterity saving throws and checks are made with advantage. However your Constitution is now at a disadvantage.

Staunch Whiskey


  • Cost: 615 Gold Pieces
  • Sale: 60 Gold Pieces
  • Duration: 10 Hours
  • Yield: 6 Bottles (1 use)

This smoky, full bodied whiskey fills you with a greater endurance. You gain +2 Constitution for the duration. As you might be seeing doubles, or even triples, your Intelligence has dropped by 2.

White Lotus


  • Cost: 343 Gold Pieces
  • Sale: 32 Gold Pieces
  • Duration: 10 Hours
  • Yield: 6 Bottles (1 use)

This delicate white tea expands your mind and fills it with tranquility. Your next Intelligence saving throws and checks are made with advantage. This, almost numbing, tea gives you disadvantage on Strength saving throws and checks.

White Noise


  • Cost: 120 Gold Pieces
  • Sale: 20 Gold Pieces
  • Duration: 4 Hours
  • Yield: 1 Pot (3 uses)

This pasty, white tea seems to dry out your tongue. Choose a language, and for the duration you are proficient in that language. Keep in mind, the language it temporarily replaces is Common.

Winter Bear


  • Cost: 200 Gold Pieces
  • Sale: 33 Gold Pieces
  • Duration: 4 Hours
  • Yield: 6 Bottles (1 use)

This clear, cold, and near tasteless spirit burns the tongue as it goes down. Gain your total hit points extra as temporary hit points. Be advised, after battle you will be suffering 1 level of exhaustion..

Credits


Many items from this homebrew in NOT original

So I give my thanks to the following people and their amazing work


Content


Expended Blacksmithing by roflcopterswosh
Recipe Crafting for Consumables by Ryan Hagan
Drink Up! by The Red Dragon Inn: Guide to Inns and Taverns
On The Rocks - A Carousing PDF by Tumbler user: bardicchef
The Bigger, Badder, Longer, Uncut d100 Carousing Table by Reddit users: /u/pbghin and u/Bellociraptor

Images


Server by Manski Yang
Lem Gets The Beers by Unknown, retrieved from PathfinderWiki
Leprechaun by Unknown, retrieved from Pinterest; tagged as Jean-Baptiste Monge illustrations
Beer Mug by Unknown, retrieved from CritGames user: Robert from DnD 5e Hombrew Drinking Rules Article
Barfight by Unknown, Retrieved from ComicVine User: SirFizzWhizz
Potions by Julie Davidson

Tiny Tools


DND Logo by TheBlueKnight
DND Ribbon (Unofficial) Kyoung Hwan Kim


A special thanks to GM Binder's guides and systems.

For those who are able please do support the above mentioned artists