Potion-Maker
A dwarf brewer passes out drinks to his allies on the eve before battle. As they begin to drink heartily, they feel their confidence rise and their eyesight sharpen. This type of celebratory drinks are foreign to the warriors, and they soon begin clamoring for the next round of drinks.
A wandering plague doctor notices a broken down caravan with injured merchants within. As they get closer, bandits spring out, eager to cut down their new prey. The doctor reacts by tossing a pouch that spreads purple fluid all over the bandits. The stained criminals find themselves frozen in time as the plague doctor moves past them to inspect the injured.
A masked kenku rounds the corner, with guards in hot pursuit. They spy the sealed town gate, and sling pitch-black bottles with little restraint. The bottles explode on contact, and leave a sizeable hole for an easy escape.
From the depths of the criminal underworld, to the most prestigious of positions, the Potion-Maker has existed for eons in society. Their concoctions are as flexible as their creators, able to deal great elemental effects to foes or support allies in a drawn-out brawl.
Apprentice Apothecarians
Potions are commonly accepted and sold everywhere. The greatest wizard may fortify his frail bones with a stoneskin potion, while front line medics issue healing draughts in the heat of battle. A good potion-maker, however, is not as easy to find. Not only can the price of ingredients be prohibitive, but it takes considerable effort to stand out in the field. Unless they have a full workshop and crew to mass-produce common potions, most potion-makers have to be unique, and create something unorthodox to secure their position.
Therefore, the strength of a good potion-maker lies in the sheer variety of their brews. They develop specialized bottles for both throwing and drinking, and their contents stand out from your average drinks.
Creating a Potion-Maker
When creating a potion-maker, think about how and where they picked up their craft. Talk with your DM for an appropriate background. Did you study in the traditional fashion? Do you come from a long line of potion brewers? Perhaps it was a skill you taught yourself to make some money on the side. Or maybe, it was skill you learnt out of desperation, your last chance at self preservation.
What compelled you to seek an adventuring lifestyle? Perhaps you just want to promote your wares and get noticed by the elite. Or maybe you want to rise in the ranks of the studious, hoping to prove your worth. You could be a wandering doctor, simply wanting to offer some support to the poor and injured. Or maybe you have more nefarious motives, being a welcome addition to a cohort of criminals.
Quick Build
You can make a Potion-Maker quickly by following these suggestions. First, put your highest score in Intelligence, followed by Dexterity. Second, choose the sage background. If starting at level 3 or higher, choose the Brewer subclass.
Potion-Maker
| Level | Proficiency Bonus | Features | Recipes | Carried Potions |
|---|---|---|---|---|
| 1st | +2 | Potion Recipes, Potion Professional | 3 | 6 |
| 2nd | +2 | Faster Fingers | 4 | 6 |
| 3rd | +2 | Specialization | 5 | 6 |
| 4th | +2 | Ability Score Increase | 6 | 7 |
| 5th | +3 | -- | 7 | 8 |
| 6th | +3 | Fastball | 8 | 9 |
| 7th | +3 | Specialization Feature | 9 | 10 |
| 8th | +3 | Ability Score Increase | 10 | 11 |
| 9th | +4 | Protective Additive | 11 | 12 |
| 10th | +4 | Force-Feed | 12 | 13 |
| 11th | +4 | Flash-Powder | 13 | 14 |
| 12th | +4 | Ability Score Increase | 14 | 15 |
| 13th | +5 | Specialization Feature | 15 | 17 |
| 14th | +5 | The Upper Hand | 16 | 19 |
| 15th | +5 | Desperate Measure | 17 | 21 |
| 16th | +5 | Ability Score Increase | 18 | 23 |
| 17th | +6 | Spell Saturation | 18 | 25 |
| 18th | +6 | Specialization Feature | 19 | 27 |
| 19th | +6 | Ability Score Increase | 20 | 29 |
| 20th | +6 | Flask Flurry | 21 | 31 |
Class Features
As a Potion-Maker, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Potion-Maker level
- Hit Points at 1st Level: 8 + constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Potion-Maker level after 1st
Proficiencies
- Armor: Light
- Weapons: Simple Weapons
- Tools: Alchemist's Supplies, Herbalism Kit, Brewer's Supplies
- Saving Throws: Intelligence, Dexterity
- Skills: Choose two from Nature, Insight, Medicine, Perception, Insight, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor and an ingredient pouch
- Alchemist's supplies
- (a) a light crossbow and 15 bolts or (b) a simple weapon
- (a) a dungeoneer's pack or (b) a scholar's pack
- (a) a herbalism kit or (b) brewer's supplies
Potion Recipes
Beginning at 1st level, you know three potion recipes that can be used to help your allies or harm your enemies. You learn more recipes as you level up, as shown in the class column. You internalize these recipes, which are all shown at the end of the class description.
Ingredient Pouch
You carry a pouch of potion ingredients on your person at all times. It carries all the basic ingredients for potion making, although some recipes require unique ingredients. During a long rest, you can brew potions equal to the Carried Potions column shown on the class table. You must have the Ingredient Pouch at all times during the long rest. Unused potions decay and lose their effects at your next long rest and cannot be normally salvaged from.
Using a Potion
Any creature can use a bonus action to consume your potion, or make another conscious creature within 5 ft drink it, so long as they are both conscious and the potion-owner has a free hand to do so. Potion effects can overlap with each other. Potions with numerical changes can add on to each other, but each subsequent potion's effect is halved (rounded down). Thrown potions have a splash range of a 5 ft radius unless specified.
Potion Checks
Intelligence is the ability score you use for your potions. You use your Intelligence modifier when setting the saving throw DC for a potion and when a potion calls for an attack roll to be made. Potions always use the Potion Save DC and Potion Attack Modifier of the Potion-Maker that created them, regardless of what consumes the potion, and any damage caused by a potion is considered magical.
Potion Save DC = 8 + your proficiency bonus + your Intelligence modifier
Potion Attack Modifier = your proficiency bonus + your Intelligence modifier
Potion Professional
Starting at 1st level, your expertise with potion-making means you are effective in your craft and its supplies than others.
- You can use your own potions or vials on yourself as a bonus action instead of an action.
- During a long rest, you can make healing potions (2d4+2) equal to your proficiency bonus.
- Throwing potions or vials now have a range of 30/70 ft, and deal 1d4 slashing damage on direct hits.
Faster Fingers
At 2nd level, your hands move at breakneck speeds to ensure potion quality. You gain advantage with Sleight of Hand checks and gain +1 to initiative.
Specialization
At 3rd level, you choose how you wish to specialize in the potion-making profession. Choose from Brewer, Doctor, or Grenadier, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 13th and 18th level. Those features also include unique Potion Recipes.
Ability Score Increase
When you reach 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.
Fastball
At 6th level, you toss your potions with increased dexterity. You can toss two potions in one action, or toss a potion as a bonus action. You cannot toss more than 3 potions in a single turn.
Protective Additives
At 9th level, your potions can be fortified with minor restorative properties. When creating a potion, you can mark it as "Soothing (x)" (IE: Soothing Healing Potion). When drinking a potion with this prefix, the drinker gains the potion-maker's Intelligence modifier's worth of temporary hitpoints before the effects of the potion occur.
You can only do this to a number of created potions equal to your current proficiency bonus.
Force Feeding
At 10th level, you understand that some might resist your potions affects, and there's only one way to get them to comply. When within 5 feet of a creature than can digest a potion, you can use an action to force-feed a creature a single potion. Make a Dexterity save versus the creature's Constitution. If you succeed, the creature is forced to drink the potion. On a fail, the potion is dropped and is destroyed. You can try again if you fail, but with disadvantage if attempting again on the succeeding creature.
Flash-Powder
Starting at 11th level, you devise a method of non-lethal self defense out of your remaining ingredients. As a reaction to any melee attack or ranged attack within 30 ft, you can toss a bundle of flash-powder at the attacking enemy. The enemy's attack is disrupted and every creature within 5 ft must make a Constitution check. If failed, they are also blinded until their next turn. You can only make 2 bundles per long rest or one per short rest.
At 16th level, you can make and have 3 bundles of flash-powder per long rest.
The Upper Hand
At 14th level, you take a note out of the assassin's book, and utilize your potions differently. You can use a bonus action to coat your weapon or any other weapon in any of your created potions, including ranged ammunition. This consumes the entire potion, with 1 potion per weapon or piece of ammunition. When you land a hit and successfully deal damage, the effects from your potions also take place. The coating does not wash or wipe off, and remains until your next long rest, or when the coated weapon lands a successful attack.
Potions used this way apply effects as if they were drunk unwillingly.
Desperate Measures
At 15th level, your knowledge of your craft means that you can brew potions even in the most dire of circumstances. Before making any movement or actions, you can spend your entire turn to brewing potions. You can brew up to 2 potions per turn spent.
You do not have an infinite amount of supplies, however. Each potion brewed using this feature reduces the amount brewed during a long rest by the same amount. In addition, every time you take damage while brewing, roll a Dexterity check. If below 12, your supply case breaks. You have to spend a long rest repairing it before using this feature again, and can only brew half your total maximum potions for that rest.
Spell Saturation
At 17th level, you have gleaned enough understanding of the arcane to recreate magical effects with your potions. You can copy the effects of non-ritual, 6th level or lower spells (excluding cantrips) through your potions from the Wizard spell list, along with additional spell lists depending on your subclass. The spell level increases the amount of consumed carried potion slots (IE: Making a single Fireball potion [a 3rd level spell] at 17th level takes up 3 of your 25 Carried Potion slots).
- Brewers gain access to Bard and Druid spells.
- Doctors get access to Paladin and Cleric spells, minus spells requiring godly intervention.
- Grenadiers gain access to Warlock, Ranger and Sorceror spells.
To recreate a spell, you must learn it from a book or teacher or witness it being cast. You spend a short rest testing ingredient combinations, and then can recreate the spell with potion ingredients. You must also include the materials required for the spell, along with a material depending on what class you recreated the spell from.
| Class | Material |
|---|---|
| Wizard | Clean Paper |
| Cleric | Incense |
| Paladin | Candle Wax |
| Bard | Wood Shavings |
| Druid | Animal Hair |
| Warlock | Blood |
| Ranger | Grass |
| Sorceror | Oil |
Casting a spell involves throwing the potion for ranged spells or drinking the potion for touch/personal effects. These spells utilize your Intelligence for Save DCs and Attack Modifiers. Other creatures cannot gain any affects from consuming your spell-infused potions.
Flask Flurry
At 20th level, you have become a whirlwind of potion-slinging fury. You can throw up to 3 potions in a single action (does not count as an Attack), gain advantage on Dexterity checks, and can use the dodge action as a bonus action if you have not tossed any potions this turn.
Specialization
The craft of brewing potions is actually relatively easy to get into. The hard bit is not only gaining mastery over the art, but also in deciding in what way you would display your craft to the world. As a result, Potion-Makers learn to specialize in key areas to better hone their skills and stand out amongst the rest.
Brewer
From the local pub to the quaint potion shop in the town corner, a Brewer does not exactly specialize as they do cater to a varied clientele. They love to share their creations to others, and are very flexible in their crafts.
Beguiling Behaviour
When you choose this archetype at 3rd level, you begin to conduct yourself in a more professional matter. You gain +1 to Persuasion and Deception checks.
Reuse and Reduce
Starting at 7th level, you understand you simply cannot let your hard work waste away. During your potion brewing in long rests, you can convert 3 unused potions into a fresh one. Combined potions cannot raise your maximum held potions by more than your level's Carried Potions amount (shown on the class table) + 3.
Elixir Exasperation
At 13th level, you teach people what happen when they mess with your concoctions. Thrown potions now come in unique bottles that consistently deal 1d6 + your Dexterity modifier of slashing damage when making direct hits, and the splash radius is increased to a 10 ft radius.
The Ultimate Mixer
At 18th level, you discover the most potent potion you could have ever imagined. When making potions, you can make a 15 DC Intelligence check. If failed, you are forced to scrap your next potion, losing 1 Carried Potion until the next long rest. If passed, you have two options:
- You can amplify a potion, either doubling it's duration, splash radius, or numerical effect (IE healing total or damage total).
- You can brew a potion with two effects. You need the ingredients for both potions, they cannot exceed level 15 potions, and take the duration of the shortest one.
Doctors
The patient always comes first for these potion makers. Typically fulfilling roles from combat medics to wandering practitioners, Doctors are often welcome for their supportive skillsets. They prioritize being out of combat, and influencing the tides of battle with their supportive creations.
Do No Harm
When you choose this subclass at 3rd level, the safety of your allies becomes your top priority. Your potions are now stored in soft pouches that cannot deal damage anymore and you get -1 to accuracy rolls when throwing potions. However, you instead gain +3 to accuracy rolls when aiming at teammates, ignoring the previous penalty.
Frontline Fixup
Starting at 7th level, you can get your allies back into the fight. You gain advantage to all Medicine checks, and stabilized allies become conscious at 5 hitpoints, but with 1 level of exhaustion. In addition, all potions that restore hitpoints now restore additional hitpoints equal to your Intelligence modifier.
Watchful Eye
At 13th level, you monitor the health of both your allies, as well as your enemies. Once per long rest, you can spend an action to study an opponent. When done, you learn the current amount of hitpoints that enemy has. In addition, healing potions now heal an additional amount based on your proficiency modifier.
Self-Sacrifice
At 18th level, you make the ultimate choice to save your allies. When an ally within 10 ft takes damage, you can intercept the hit with your own body's hard points, taking damage minus your Intelligence modifier. This can only be done after an attack lands, but before damage is dealt.
If an ally is being hit past 30 ft, you can instead toss a potion at your ally with unnatural accuracy out of desperation. The potion cannot miss. This can only be done after an attack lands, but before damage is dealt.
This feature can only be used once per long rest.
Grenadier
You have abandoned any notion of being a supporter, and decided to use your skills in combat. Grenadiers exist in the criminal underworld, positioned in the front lines of large-scale warfare, to developing new concoctions in guilds, to even a humble peasant making makeshift defenses out of leftover ingredients. They live to fight, and their skillset reflects this attitude.
Gunpowder Glee
After choosing this subclass at 3rd level, you figure out the perfect way to surprise your foes. All potions have a bit of gunpowder stored in their corks, which explode when thrown. They deal 1d6 blast damage in a 15 ft radius, and the explosion spreads the stored potion to 15 ft.
This process takes time and care, however. You make 2 fewer potions per long rest, and can only make 1 potion per turn with the feature Desperate Measures.
At 12th level, the damage increases to 1d8 blast damage.
Repositioning
At 7th level, you prioritize good vantage points, and getting their quickly. If you were not targeted by an attack last turn, your movement speed become 40 ft. In addition, you can spend an action focusing on a target. This target gains -1 to all checks against your potions, and you gain +2 to accuracy against your target. In addition, you gain either +2 to acrobatics or +2 to stealth.
Bombardment
At 13th level, you utilize your potions to eliminate targets effectively. You can use this feature to make a three-turn attack.
Turn 1: You focus in and mark a target. Your movement speed is reduced to 10 ft until you stop using this feature.
Turn 2: You calculate the trajectory of your potion's arc. Target gains disadvantage on Dexterity checks and saves until you finish using this feature.
Turn 3: You toss potions with aplomb, throwing up to 3 potions per turn. You add you Intelligence modifier to attack rolls against your selected target, but creatures apart from your target gain advantage on attacks against you.
You also have no penalties to your potion making due to adding gunpowder. In addition, at level 18, you increase the amount of potions thrown to up to 4 per turn.
The Kitchen Sink Approach
Starting at 18th level, you unveil your master plan. You can carry a 4 ft tall container with you at all times, and can spend a short rest to make a new one. You can spend an action to pour in up to 10 of your potions, and add a packet of gunpowder to make a barrel bomb. If the barrel is damaged by any creature, it explodes on its next turn. You can also choose to light a fuse which explodes the barrel bomb in 1d4 turns. It deals 1d20 force damage, with both the blast radius and the potions' splash radius being increased to 30 ft. You deal this force damage before taking the potions' effects into account.
Potions List
You can only know the amount of potions equal to your level's Recipe count, as shown in the class block. Potions may have a requirement and need unique materials to be added for crafting, or may take more than 1 held potion slot. Some may only be active for a certain amount of time. You only need one of the material, and you can make as many copies of the potion for that long rest. (IE one flower petal for 10 Potions of Absorption).
Some spells get upgraded variants, which do not count towards your Recipe total. You can choose to brew the normal version or the upgraded version of a potion when you have both available.
Healing Potion
Requirements: None
A potion filled with a cranberry-red liquid. Restore 2d4 + 2 hitpoints.
Upgrade: Absorption Potion
Requirements: Level 5
Materials: Flower Petal
Duration: 10 minutes
Similar to a healing potion, but with gold flakes swirling inside it. Restore 2d4 + 2 hitpoints and gain an equal amount of temporary hitpoints. This effect cannot stack with itself.
Potion of Sparks
Requirements: None
A thick blue slurry fills the potion bottle. Deals 1d10 lightning damage.
Upgrade: Potion of Conduits
Requirements: Level 10
Materials: Metal Piece
The navy-blue potion has sparks occasionally coursing through it. Deals 4d8 lightning damage. Creatures within 10 ft make a Constitution save. On a failed save, they take half damage.
Potion of Confidence
Requirements: Level 5
Duration: 1 hr
The purple potion looks delicious. Target can reroll once on Wisdom and Intelligence saves.
Potion of Concentration
Requirements: Level 5
Duration: 1 hr
The sludgy-black potion actually has no taste. Gain +3 to your intelligence modifier.
Potion of Speed
Requirements: None
Duration: 10 minutes
The potion seems mildly opaque. Increase base movement speed by 10 ft.
Upgrade: Potion of Agility
Requirements: Level 5
Duration: 10 minutes
The potion is now completely white. Increase base movement speed by 10 ft, and gain advantage to athletics and acrobatics checks.
Upgrade: Thief's Potion
Requirements: Level 16
Materials: Eyelashes
You don't really know if there is even liquid in the bottle. Increase base movement speed by 10 ft, gain advantage to athletics and acrobatics checks, and become invisible (along with everything on your person) for the duration of the potion.
Potion of Acidity
Requirements: None
The deep green liquid looks unassuming. Take 1d6 acid damage for 6 rounds.
Upgrade: Potion of Pathogens
Requirements: Level 5
Materials: Mushroom
The liquid is constantly hissing. Take 1d8 acid damage for 10 rounds. Any creature within 10 ft for more than one turn also gains the effect.
Potion of Flame
Requirements: None
The oily-black potion barely flows. Take 4 fire damage, and 1d4 damage for 4 turns.
Upgrade: Potion of Immolation
Requirements: Level 10
Materials: Wood
This variant seems to be perpetually on fire. Take 3d8 fire damage, plus 1d12 fire damage for 4 turns. If the target dies on the first portion of damage, they explode and spread lit oil in a 20 ft radius.
Potion of Winds
Requirements: None
The yellow fluid constantly swirls inside. Take 1d4 force damage. If hit by a thrown potion, get knocked back 10 ft from the blast zone.
Upgrade: Potion of Whirlwind
Requirements: Level 10 (Level 5 for Doctor)
The pale yellow liquid has a miniature tornado perpetually swirling on the surface. Take 1d10 Force Damage. If hit by a thrown potion, thrower can choose for hit targets targets to be pulled towards thrower by 10 ft or pushed back 20 ft.
Potion of Odors
Requirements: None
Duration: 1 hr
The vomit-bown potions flows very smoothly. Gains an awful smell that gives -2 to Charisma.
Upgrade: Potion of Stenches
Requirements: Level 5
Materials: Dung of any species
Duration: 1 hr
The potion now seems oddly...chunky. Gains a wretched stench that gives -3 to Charisma and deals 1d6 psychic damage to anyone in a 10 ft radius.
Chaos Potion
Requirements: None
Materials: Anything worth more than 1 gp.
You can't actually tell what color the fluid is. Roll on the Wild Magic table.
Potion of Size
Requirements: Level 5
Materials: None
Duration: 1 hr
The grey liquid is filled the brim, like too much liquid was stuffed inside. Change size to small. When drunk willingly, drinker can increase or decrease their size by one level for the duration of the effect.
Potion of Sleep
Requirements: Level 5
Materials: A feather
Duration: 1 hr
A light orange syrup fills the flask. Fall unconscious, and wake up after 1 hour unless forcibly woken up.
Potion of Nonexistence
Requirements: Level 5
Materials: A gem/gemstone worth at least 300 GP
Duration: 1 hr
A soupy purple mixtures swirls in the bottle. Target moved to a pocket dimension, is able to move and see freely but cannot interact with reality. When duration is completed, target is moved to their new location. Cannot be detected without magic. If willingly drunk, drinker can end the effect early.
Potion of Steeling
Requirements: Level 5
Materials: Raw metal
The metallic-grey potion is solid when you hit it hard. When drunk, drinker's skin becomes a flexible steel. They are weighed down heavily, getting their movement speed reduced by 20 ft, and cannot swim.
Upgrade: Fortification Potion
Requirements: Drinking only, Level 10
Materials: A full brick
The potion has the same physical properties, but is now a rust red. When drunk, drinker loses 10 ft of movement speed, and gains resistance to all physical damage types.
Potion of Displacement
Requirements: Level 10, Chaos Potion, Potion of Speed
A neon green potion that sometimes causes the bottle to vibrate. Teleports to a random spot up to 60 ft from the origin. When drunk willingly, teleports drinker to a random spot up to 80 ft from the origin.
Hotfoot Potion
Requirements: Drinking only, Level 10
Materials: Ashes
Duration: 1 hr
The bottle is filled with a frothy red liquid that's cool to the touch. Drinker leaves footprint-shaped lava puddles when they walk, and is immune to their own lava.
Potion of New Beginnings
Requirements: Drinking only, Level 10
Materials: a single die
The fluid is clear, but gives off a strong cherry scent. When drunk, drinker immediately dies, and resurrects 5 minutes later with a rerolled alignment. This can only happen once per lifetime.
Polymorph Potion
Requirements: Drinking only, level 10
Materials: Drinker's hair or fluids, Target's hair or fluids
Duaration: 1 hr
The fluid is a mahogany brown. When consumed, drinker becomes the target for the duration of the effect. They also gain their voice, but not their internal memories or muscle memory.
Potion of Barbarism
Requirements: Level 10
Materials: Metal bits from a weapon
Duration: 10 minutes
The crimson liquid pours itself out faster then other liquids. Target gains resistance to all damage types, and begins attacking all nearby creatures.
Potion of Terror
Requirements: Level 15
Materials: A spider, Potion-Maker's hair
Duration: 10 minutes
The pitch black liquid refuses to let any light through. Target is terrified of the Potion-Maker when within 5 ft from them.
Potion of Prey
Requirements: Level 15
Materials: Ink
Duration: 10 minutes
The ice blue liquid is visually captivating. All creatures become hostile to the target, and make the target their priority.
Potion of Cloning
Requirements: Drinking only, Level 15
Materials: A high-viscosity fluid (honey, blood, etc)
Duration: 24 hrs
The slime-green potion has clumped up, and is wandering around the bottle on its own. When drunk, drinker projectile vomits after 1 minute, taking 3d6 + Potion-Makers Intelligence Modifier acid damage. The vomit forms into a green slime clone of the drinker, down to their currently equipped items. They have the same stats and features as the drinker, but with -2 to Dexterity and cannot be healed. Their hitpoints is equal to the amount of hitpoints lost when drinking. The drinker can spend an action to mentally control their slime clone. After the effects wear off or if the clone's hitpoints reach 0, the clone dissolves into a pile of inert slime.
Potion of True Death
Requirements: Drinking only, Level 20, Potion of Acidity learned
Materials: A humanoid cadaver, 5 Carried Potion slots
The adorable pink liquid flows like water. Drinker makes a Constitution check. Target takes 1d100 damage on a fail, or half on a success. If target's HP is lower than 100, they die immediately.
Subclass Potions
Dragonsbreath Draught
Requirements: Brewer, Drinking only, Level 3
Duration: 1 minute
The plain orange liquid has a charming dragon head cork. When drunk, drinker can exhale fire, lightning, or poison in a 20 ft cone, dealing 3d6 damage of the respective element type.
At level 11, this becomes 5d6 damage.
Stalker's Sours
Requirements: Brewer, Drinking only, Level 3
Materials: A lime
Duration: 1 hr
The lime green liquid in the mason jar seems unnerving. When drunk, the drinker thinks about a target they want to track. A sour smell will then eminate from the target, and cannot be dispelled. The target will also be highlighted in lime green for the drinker.
Misfortune Margarita
Requirements: Brewer, Level 10
Materials: An Olive
Duration: 10 minutes
The opaque drink has a strong lemon scent when you sniff inside the thin bottle. Targets gets -1 to all checks and saves they make.
Beer of the Barbarian
Requirements: Brewer, Level 10
Materials: Sweat
Duration: 1 hr
The bubbling red fluid is stored in a claymore-shaped bottle. Target gains +1 to Attack and Damage rolls, and advantage on intimidation checks.
Upgrade: Madman's Malt
Requirements: Brewer, Level 15, Potion of Barbarism
Materials: Tears, grains
Duration: 1 hr
The deep red fluid threatens to escape its container. Target gains advantage on Strength and Constitution checks, adds 1d6 to all attacks, and resistance to ranged attacks, but can only take the Attack action.
Suggestive Shots
Requirements: Brewer, Drinking only, Level 15
Materials: Spit
Duration: 24 hrs
The bottle of deep brown drink has a handy shot glass wrapped with it. When drunk, the drinker chooses 2 creatures it sees and gives them both the same mental command. The creatures then make a Wisdom saving throw. If failed, they must follow the command. Commands that would obviously directly lead to the target's death are ignored. If the task is completed before 24 hours have passed, the effect also ends.
The drinker can also give conditional commands, where an action must occur if a specific event happens first (IE: travelers have to spend all their money at the first tavern they see).
Djinn Gin
Requirements: Brewer, Drinking only, Level 15
Materials: Gold shavings
Duration: 1 hr
The milky liquid has a cloudy blue streak swirling freely inside the the humanoid-shaped bottle. When drunk, drinker has a 50% chance to summon a friendly Djinni. The Djinni is allied to the drinker and no one else, and dissipates after the effects wear off.
Potion of Restoration
Requirements: Doctor, Healing Potion, Level 5
The dirt brown potion smells like rubbing alcohol. Target heals 1d6 hp for 5 turns.
Potion of Vampirism
Requirements: Doctor, Level 5
Duration: 10 minutes
Most of the reddish-brown fluid refuses to flow out of the container unless upended. Target heals for half of damage dealt, rounded up. If damage exceeds 35, target heals for 1/4th of damage dealt, rounded up.
Potion of Chains
Requirements: Doctor, Level 10
Materials: Raw metals
Duration: 10 minutes
The chunky black potion has a metallic scent. When thrown, chains will embed themselves in the ground and wrap around the nearest creature's legs (no more than 10 ft away), effectively grappling them. These chains can be broken with a Strength Check vs the Potion-maker's Intelligence. When drunk, the chains instead wrap themselves around the drinker's feet.
Upgrade: Convict's Bane
Requirements: Doctor, Thrown only, Level 15
Materials: Handcuffs
Duration: 10 minutes
You can see miniature chains swirl inside the potion. When thrown, chains will embed themselves in the ground and wrap themselves around 5 of the nearest creature's legs (no more than 15 ft away) and coiling around their body, effectively restraining them. These chains can be broken with a Strength Check vs the Potion-maker's intelligence + 3.
Potion of Dispelling
Requirements: Doctor, Thrown only, Level 15
Materials: Pages from a spellbook
Duration: 10 minutes
The baby blue potions is nauseating for spellcasters to look at. When thrown, an antimagic field is generated in a 10 ft radius. Spells cannot be cast in this area, and currently active spells are canceled. Spells also cannot go through the field when cast outside.
Upgrade: Aethercurse
Requirements: Doctor, Level 18, Potion of Concentration
Materials: Any form of a casting focus (wands, spellbook, bard's instrument, etc)
Duration: 1 hr
The deep blue potions makes a annoying whistle that is only noticed by spellcasters. When thrown, an antimagic field is generated in a 20 ft radius. Spells cannot be cast in this area, and currently active spells are canceled. Spells that attempt to pass through the field are reflected back at the caster.
When drunk, spell casters have their internal aether attacked. They are unable to cast spells, take 2d8 psychic damage, and are vulnerable to all spells. Drinkers who cannot cast are unaffected.
Potion of Protection
Requirements: Doctor, Level 15
Materials: Rocks
Duration: 10 minutes
The chunky brown potion smells like chocolate. Target gains +2 to AC and +1 to Constitution checks.
Upgrade: Duelist's Concentrate
Requirements: Doctor, Level 18, 2 Carried Potion slots
Materials: Scales
Duration: 10 minutes
The brown potion now smells musky instead of sweet. Targets can challenge any attack that lands with a Constitution check. If passed, all damage is halved. This can only be done 3 times before the effect ends.
Potion of Time
Requirements: Doctor, Level 18
Materials: Several gears
Duration: 10 minutes.
The purple potion flows out after a delay. Targets are frozen in time, and are effectively paralyzed. This effect ends when the target takes damage or after 10 minutes.
Potion of Curses
Requirements: Grenadier, Level 5
Duration: 10 minutes
The plain white fluid fills you with unease. Target gains disadvantage against all checks against the Potion-Maker.
Upgrade: Nightmare Venom
Requirements: Grenadier, Level 18, Potion of Terror
Materials: Any poison
Duration: 30 minutes
You can't even look at the bottle's contents, it's horrifying. Target cannot move, is terrified of all creatures, and takes 1d6 psychic damage every turn. This effect is dispelled when the target takes damage from another source, is knocked down, or when the effect ends.
Blast Potion
Requirements: Grenadier, Thrown only, Level 10
Materials: Gunpowder and water
This potion is actually just 80% gunpowder. When thrown, the potion deals 3d8 force damage, and moves hit targets by 5 ft.
Arsonist's Blessing
Requirements: Grenadier, Thrown only, Level 15
Materials: Gunpowder
Not only is this potion mostly gunpowder, but it has been blessed by malicious entities. Potion deals 2d8 force damage, knocks anyone caught in the blast by 10 ft, and spreads cursed fire in a 30 ft square. This fire deals 2d8 fire damage for 3 turns.
Potion of Smoke
Requirements: Grenadier, Thrown only, Level 10
Duration: 10 minutes
This grey liquid is constantly emitting smoke. When thrown, a wall of smoke 30 ft wide and 30 ft tall emerges. All attacks have disadvantage when aiming through the smoke.
Upgrade: Rogue's Special
Requirements: Grenadier, Thrown only, Level 15
Materials: Ashes
Duration: 10 min
There's so much smoke in the bottle, its hard to tell what else is in there. When thrown, a cube of smoke 30ft on each side rises. Targets in the area where the smoke cloud erupts are stunned for 1 turn. All attacks have disadvantage when aiming through the smoke.
Potion of Spirits
Requirements: Grenadier, Level 15
Materials: Tears
There's a jovial little spirit winking at you inside the hot pink potion. Targets hit by the potion get attacked by 6 miniature elemental spirits. Each turn, they take 1d4 acid, lightning, fire, force, psychic, and necrosis damage. This lasts for 1d6 turns. When drunk willingly, the drinker instead summons the 6 spirits, and can choose targets for each one.
Meteor Potion
Requirements: Grenadier, Level 18, 3 Carried Potion slots
Materials: Gems worth 1000 gp total
The sparkling potion is incredibly bright. Target feels uneasy for one turn. The next turn, a meteor falls on them, dealing 20d6 bludegoning damage and d6 x the Potion-Maker's intelligence modifier force damage in a 60 ft radius.