Alchemist Variant: Brewmeister

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Alchemist Variant: Brewmeister

A Brewmeister is a splinter trade from Alchemy, using the alchemical arts to create enchanted drinks. Brewmeisters use their drinks to imbibe life and to leech it away. Brewmeisters have been a recent development, popularized during times of peace.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with Brewer's Supplies. If you already have this proficiency, you gain proficiency with one artisan's tools of your choice.

Brewmeister Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Brewmeister Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
3rd Detect Poison and Disease, Heroism
5th Dragon's Breath, Ray of Enfeeblement
9th Gaseous Form, Tidal Wave
13th Polymorph, Vitriolic Sphere
17th Cloudkill, Mislead

Top Shelf Brews

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an alchemical drink in an empty flask you touch. Roll for the drink's effect from the Alchemical Drink table, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an alchemical drink requires you to have Brewer's Supplies on your person, and any drink you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more drinks at the end of a long rest: two at 6th level and three at 15th level. Choose or roll for each drink's effect separately. Each drink requires its own flask.

You can create additional alchemical drink by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Alchemical Drink table.

d6 Effect
1 Paling Ale. The drinker becomes invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect ends when the drinker attacks or casts a spell.
2 Corpse Reviver. For one hour, the first time the drinker would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the effect ends.
3 Strengthened Stout. For one hour, the drinker has advantage on Strength checks, and his or her carrying capacity doubles.
4 Grasshopper. For the next 10 minutes, the drinker's jump distance is doubled.
5 Enlargening Lager. For 1 minute, the drinker gains 10 temporary hit points. In addition, their melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and their reach increases by 5 feet. If they're smaller than Large, they also become Large for the duration.
6 Defensive Daiquiri. For the next 10 minutes, the drinker's AC can't be less than 16, regardless of what kind of armor it is wearing.

Bartender Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your Brewer's Supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Invigorating Imbibements

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an alchemical drink you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use Brewer's Supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Mixologist Master

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use Brewer's Supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

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"Steampunk Bar" by Yongjia
"Mr. Innkeeper" by Olga Tereshenko
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