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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.__*
\pagebreakNum # 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. \columnbreak ### 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**
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##### 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 |
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##### 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
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##### 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* | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = | | | | | | | | | | | | | | = |
# 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|
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# 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 \columnbreak | | | |:---:|:------------| | 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
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## 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" | \columnbreak | | | |:---:|:------------| | 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. |
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# 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.
\pagebreakNum #### 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.
\pagebreakNum #### 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.
\pagebreakNum #### 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.
\columnbreak #### 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..
\pagebreakNum
# Credits
#### Many items from this homebrew in *__NOT__* original #### So I give my thanks to the following people and their amazing work
### Content
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##### [Expended Blacksmithing](https://www.dropbox.com/s/37kgt5o5r6d1mx8/Expanded%20Blacksmithing%20v1.6.pdf?dl=0) by roflcopterswosh ##### [Recipe Crafting for Consumables](https://img.4plebs.org/boards/tg/image/1474/13/1474131348302.pdf) by Ryan Hagan ##### [Drink Up!](https://slugfestgames.com/wp-content/uploads/2012/08/DrinkUp-Web.pdf) by The Red Dragon Inn: Guide to Inns and Taverns ##### [On The Rocks - A Carousing PDF](https://bardicchef.tumblr.com/post/173803239619/on-the-rocks-a-carousing-pdf-download-here) by Tumbler user: bardicchef ##### [The Bigger, Badder, Longer, Uncut d100 Carousing Table](https://www.reddit.com/r/DnD/comments/3uunbt/the_bigger_badder_longer_uncut_d100_carousing/) by Reddit users: /u/pbghin and u/Bellociraptor
### Images
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##### [Server](https://www.artstation.com/artwork/Pwk3y) by Manski Yang ##### [Lem Gets The Beers](https://pathfinderwiki.com/wiki/Lem) by Unknown, retrieved from PathfinderWiki ##### [Leprechaun](https://i.pinimg.com/originals/cf/e2/d1/cfe2d165a52f63be03e777c2ce1f2c1c.jpg) by Unknown, retrieved from Pinterest; tagged as *Jean-Baptiste Monge illustrations* ##### [Beer Mug](https://critgames.com/rpg/dnd-5e-homebrew-drinking-rules/) by Unknown, retrieved from CritGames user: Robert from *DnD 5e Hombrew Drinking Rules Article* ##### [Barfight](https://static.comicvine.com/uploads/original/14/147508/4907158-pub_brawl_fight_fantasy_people_hd-wallpaper-218795.jpg) by Unknown, Retrieved from ComicVine User: SirFizzWhizz ##### [Potions](http://vocestudenti.altervista.org/giornale/pozioni-in-rosa/) by Julie Davidson
### Tiny Tools
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##### [DND Logo](https://www.enworld.org/forum/content.php?1669-D-D-5th-Edition-Logos) by TheBlueKnight ##### [DND Ribbon (Unofficial)](https://www.dragonmag.com/5.0/article/45813/113917/103229201?frompage=articleView&clearStack=false&disableSwipe=true) 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* >
>