Table of Contents
Brewer’s Supplies
- RAW Cost: 20gp
- RAW Weight: 9lbs
- Example Items: Boil Kettle, Mortar and Pestle, Mash Tun
- Crafting Restrictions: Access to heat is required. This can be done on the road, but housing a meaningful amount of ale will require additional containers, and likely a cart. Typically brewing is done in a fixed location.
- Mundane Item Crafting: Ale, Wine, and Liquor. Ale and Wine are RAW, Liquor will be up to the DM.
- Magic Item Crafting: No RAW crafting options. However, there is some home-brew potential here. Entirely DM Dependent.
- Artwork Creation: Can potentially create extremely high-quality spirits, however spoiling the batch is very easy.
- QA Artwork Bonus (Ale): Able to find a buyer in 1/3rd the time.
- QA Artwork Bonus (Wine/Liquor): +20 to roll modifier on the “Selling a Magic Item” table.
- Structure Building: N/A
- Adventuring Utility: N/A
Default Recipes
Brewers are expected to be able to brew something upon getting their toolkit, and here is a recipe list they will all start with:
- Common ales
- Common wine
- Common liquor
Skill Usage
- History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
- Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
- Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
- Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
Brewer’s Supplies Basic Use Difficulty Table
Activity | DC |
Detect poison or impurities in a drink | 10 |
Identify alcohol | 15 |
Ignore effects of alcohol | 20 |
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Types of Drinks
Beer: There are three important keys to getting accurate, great tasting beer. Good quality water, the correct hops, and suitable barley. For each of the following brews, the correct ingredients must be sourced to brew the correct beer. Water can be collected from any source, however, purified water from a cleric for example, is the best option as it has a certain divine quality. Hops and barley for each brew must be sourced from their original locations which can be expensive if you don’t like to travel.
For a single brews’ worth of hops or barley, if you buy from the area stipulated, the cost will be 1gp and will take 1d2 days to find the correct people and materials. If you order the required goods from a different location (town, city, etc.) the cost will be 6gp, and will day 4d6 days to source the required materials.
Fortified Wines, Meads & Ciders: Much like beer and wine, the correct ingredients must be used to recreate the perfect drop when it comes to the following drinks. They can be sourced from the stipulated locations for 1gp and 1d2 days. Or can be ordered from any town or city for 4gp, with a ready time of 3d6 days.
Spirits: Spirits are the somewhat “rough and ready” type of beverage that can be created at almost any time with almost any ingredient. Unless specified below, brewers can obtain any required ingredients from any town or city for 3gp.
Wines: In the wine business, the type of grape is seen as an important factor in getting the correct taste. It can be additionally stated that the concept of Terra is an equally important factor. As with the beer, vintners must source the grapes from the correct area to create the correct wine.
Sourcing the grapes from the correct location will cost 1gp and take 1d2 days to find the correct people and materials. If you order the required goods from a different location (town, city, etc.), the cost will be 10gp, and will day 3d6 days to source the required materials.
Research Point Cost
While brewing drinks many times is an exact science much like many other skills, it is the nuances of what tastes may go together that matter the most. There are also the varied palates of different people and even creatures that might make something tastes great to one, and like garbage to another. This means that like any other researcher, the brewer must experiment and test different combinations of ingredients to make that perfect meal.
Recipe Creation Research Point Cost Table
Rarity | Research Point Cost | Minimum Character Level |
Common | 25 | 1 |
Uncommon | 75 | 5 |
Rare | 150 | 9 |
Very Rare | 300 | 13 |
Legendary | 500 | 17 |
Research Point Reductions
Only one of the two existing recipe reductions may be used for any specific formula creation.
Existing Recipe: If the researcher has on hand another recipe that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The recipe that is used for this is also consumed during the process.
Existing Recipe: If the brewer has a full formula created by someone else, there is a 50% reduction of the total research points required to create the recipe. While it might be a formula, it most likely will not be accurate missing brewing idiosyncrasies of the brewer that created that recipe, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of recipes, then up to 25% of the cost can be reduced by expending facility points to replace the research points. See the facilities rules for more details.
Recipe Formula Creation Completion
Once the brewer has collected enough Research Points it is time to put together the recipe and test it. There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make a Brewers Supplies skill roll. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
Once again, the if the product being created is a slightly improved version of an existing recipe, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the GM.
If the roll is equal to or greater than the listed DC, the recipe has been created and can be considered entered the Brewer’s recipe book. Failure means that the recipe was not created, and the recipe must start again, but in their next attempt the amount of Research Points required is reduce by 50%.
Recipe Formula Creation Success Table
Rarity | DC For Success |
Common | 8 |
Uncommon | 14 |
Rare | 20 |
Very Rare | 26 |
Legendary | 32 |
Recipe Creation
Now that the brewer has created a recipe, now it is time to start cooking it. Each recipe normally creates a single meal, but with greater difficulty, the cooks can stretch out the meal to multiple people., but all of them will require a certain amount of special ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of recipe being created.
Recipe Benefits
Any person may only be the recipient of a single recipe bonus oncer per 24-hours. Consuming the refreshing drink will only satisfy your tongue, but not have any appreciable effect. A character cannot also have two benefits in effect at once, only the first one will be active while the second goes to waste. There is a table summarizing each of the different recipes and most of their benefits, but each one must be checked directly to see if there are any caveats for consuming the drink.
Alcohol Level
While getting stinking drunk is not always the goal of drinking, it could be if too much is consumed at once. The number is showing the strength of that specific drink which will give an indication of how strong it might be. The Drunkenness rules apply here. A summary of this is as follows:
Drink Strength Table
Strength | Drink |
½ | Watered Down |
1 | Average |
2 | Strong |
3 | Inhuman |
Recipe Failure
Normally, getting a recipe wrong just makes for upset guests and customers. but when working with magical ingredients. there is potential for catastrophic arcane failure. When a creature fails an ability check to cook a magical recipe by five or more, roll on the Brewing Mishaps table to determine what happens to the food. Note that rolling a one when attempting to make the DC always results in a mishap.
The creature is not aware how wrong their food is until someone eats it. Another creature can notice these imperfections in the food with a DC20 Wisdom (Brewer’s Supplies) check.
Brewing Mishaps
Roll (1d20) | Mishap |
1 | Animated Food |
2-3 | Cursed Food |
4-5 | Explosive Food |
6 | Illusory Food |
7 | Inverse Food |
8 | Polymorphic Food |
9-15 | Poisonous (mild) |
16-17 | Poisonous (strong) |
18 | Poisonous (deadly) |
19-20 | Summoning Sickness |
Animated Drink: The drink animates, gets up from its mug, and either starts attacking or attempts to escape. The drink has the same statistics as a Water Mephit.
Cursed Drink: Creatures that eat cursed drink become cursed indefinitely. Choose one of the creature’s ability scores at random. That creature gains disadvantage on ability checks and saving throws using that ability until the curse is lifted.
Explosive Drink: Creatures that drink this beverage will find it explode in their mouth dealing 3d10 fire damage to them.
Illusory Drink: The beverage becomes an illusion. The mug or vessel holding it remains real and can move the illusion with it. but the actual drink becomes a Programmed Illusion mimicking smell. Interacting with the drink reveals it to be an illusion as matter passes through it. The illusion disappears after one hour.
Inverse Drink: The drink has the opposite of the intended effect. Beverages that heal instead harms, drinks that grants improved sight instead blinds. and liquids that grants advantage instead grants disadvantage.
Example:
For drinks that grants a special attack such as Yeti Tartare, deal damage to the creature as if they had damaged themselves with the ability. For unique circumstances, the DM can make their own ruling.
Polymorphic Drink: Creatures that eat polymorphic drink must attempt a DC13 Constitution saving throw or become polymorphed into a random tiny beast for 1 hour.
Poisonous (mild): Creatures that eat mildly poisonous drink must attempt a DC11 Constitution saving throw. On a failed save. the creature becomes poisoned for 1d4 hours.
Poisonous (strong): Creatures that eat strongly drink food must attempt a DC13 Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and becomes poisoned for 1d3 days.
Poisonous (deadly): Creatures that eat deadly poisonous drink must attempt a DC15 Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 damage at the start of each of their turns while poisoned in this way. The creature can attempt a new saving throw every ten rounds, ending the effect on a successful save.
Summoning Sickness: Creatures that eat this beverage become afflicted with magical sickness that causes them to periodically vomit harmless tiny objects from their mouth. The objects are random, anything from slugs to ball bearings. The creature has a 25% chance to do nothing at the start of each of its turns for the next one hour. All objects disappear at the end of this duration.
Cooking Success Table
Recipe Rarity | Ingredients | DC to Create Single Portions | DC to Create 1d4 Portions | DC to Create 1d6 Portions | DC to Create 1d8 Portions | DC to Create 1d10 Portions | DC to Create 1d12 Portions |
Common | 3 common ingredients Common Cookware | 10 | 12 | 14 | 16 | 18 | 20 |
Uncommon | 1 common ingredient 3 uncommon ingredients Uncommon Cookware | 14 | 17 | 19 | 21 | 23 | 25 |
Rare | 3 uncommon ingredients 2 rare ingredients Rare Cookware | 18 | 22 | 24 | 26 | 28 | 30 |
Very Rare | 2 uncommon ingredients 3 rare ingredients 2 very rare ingredients ery rare Cookware | 22 | 27 | 29 | 31 | 33 | 35 |
Legendary | 5 uncommon ingredients 4 rare ingredients 3 very rare ingredients 2 legendary ingredients Legendary Cookware | 25 | 31 | 33 | 35 | 37 | 39 |
Recipe Rarities and Benefits Table
Recipe | Rarity | Type | Alcohol Level | Description |
Archenwood Stout | Common | Beer | +0 | Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours |
Aszunder | Very Rare | Wine | +0 | Once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days |
Bent Helm Stout | Uncommon | Beer | +1 | Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks. |
Bitter Black | Common | Beer | +0 | Upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours |
Bitterroot Beer | Common | Beer | +0 | Upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws |
Blackwater Stout | Uncommon | Beer | +1 | Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours |
Cinnamon Spiced Milk | Very Rare | Fortified | +3 | Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair |
Coolthroat Sip | Common | Wine | +2 | This will produce a drink which can be sold in total for twice the material costs |
Dragon Breath Beer | Rare | Beer | +2 | Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds. |
Drawn Dagger Down | Common | Spirits | +3 | Character will leave them with disadvantage on all Charisma skill checks for 1d2 hours |
Dreaming Dragon Everquest | Very Rare | Spirits | +0 | This beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few |
Evershimmer | Rare | Wine | -1 | The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours |
Feldpost’s Sherry | Very Rare | Fortified | +1 | Consuming this drink provides +2 to your wisdom ability score for 2d4 hours |
Fighting Cock Red | Uncommon | Wine | +0 | This wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed |
Fighting Cock White | Uncommon | Wine | +1 | Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed |
Firestar Sherry | Legendary | Fortified | +2 | This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours. |
Goblet and Gems Ale | Uncommon | Beer | +2 | Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hour |
Goblet and Gems Stout | Uncommon | Beer | +2 | Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours |
Halfway Inn Zzar | Very Rare | Fortified | +0 | Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1 |
Halurskan Wine | Very rare | Wine | +1 | Characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours |
Highmoon Dark | Rare | Beer | +1 | If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make |
Highwater Ale | Legendary | Beer | +3 | Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours |
Jalanthar Amber | Very Rare | Fortified | +3 | Any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours |
Luskan Black Ale | Very Rare | Beer | +1 | If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours |
Luskan Pale Lager | Rare | Beer | +1 | Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after 6 hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2 |
Moonlit Knight | Rare | Spirits | +1 | Characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for the next hour. |
Mother Gothal’s Mead | Uncommon | Fortified | +1 | Characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks, and gain a +1 to all Dexterity skill checks for the next 1d4 hours |
Old Owl Homebrew | Rare | Beer | +2 | Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours |
Old Serpent Spit | Rare | Beer | +2 | Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC |
Old Smoke Ale | Very Rare | Beer | +1 | Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours. |
Old Smooth Tooth Whiskey | Very Rare | Spirits | +2 | Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours |
Old Sword Sheathed Butternut Beer | Uncommon | Beer | +2 | Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours. |
Peach Smoothwater | Rare | Spirits | +2 | Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2 |
Phontyr’s Unicorn House White | Rare | Wine | +0 | The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours |
Purple Dragon Ale | Uncommon | Beer | +2 | Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours |
Rollrum | Common | Spirits | +2 | Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain 5 temporary hit points |
Ruby Cordial | Very Rare | Fortified | +3 | Characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours |
Rubyfire | Rare | Spirits | +2 | When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours |
Running Stag, Elder Root Stout | Rare | Beer | +1 | Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score |
Running Stag, Old Dark Ale | Rare | Beer | +2 | For each much of this drink consumed, characters find themselves gaining five temporary hit points for the next 1d4 hours |
Saerloonian Glowfire | Very Rare | Wine | +1 | Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration |
Sarvva | Rare | Wine | +0 | Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours |
Sea Ale Stout | Uncommon | Beer | +2 | Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days |
Shadowdark Ale | Rare | Beer | +0 | Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours |
Silver Taproom’s Heated Spiced Cider | Rare | Fortified | +1 | Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2 |
Slaker | Very Rare | Beer | +3 | Once consumed, characters gain 12 temporary hit points for the next 2d4 hours |
Sloegreen Wine | Legendary | Wine | +2 | Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part |
Common Recipes
Archenwood Stout: From the distant Dalelands, this regional brew is a much-loved favorite, commonly found in most prominent tap houses and taverns of the area. Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours.
Bitter Black: Another Dalelands creation, this brew is a dark bitter stout known regionally to be a working man’s favorite. Due to the bitter, smoky taste of such a beverage, upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours. Additionally, sharing this with any worker NPC will provide advantage on your next 1d4 Charisma (Deception or Persuasion) checks made against that person.
Bitterroot Beer: Originally from the Lady Luck Tavern of Daggerford, this smoky strong beer is a local favorite, with many outsiders unable to stomach the taste. Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws, and advantage on any charisma checks on any Daggerford citizen who witnessed you drink the beverage.
Coolthroat Sip: A cheap ploy to make easy coin, these drinks are an innkeeper’s way of keeping their heads afloat. This will produce a drink which can be sold in total for twice the material costs.
Drawn Dagger Down: A simple to create, this mixture is a result of experimentation from the Broken Goblet Tavern in Roaringshore. The concept of this beverage is to create an easy drinking and potent beverage. Once successful, supplying this beverage to a character will leave them with disadvantage on all Charisma skill checks for 1d2 hours.
Rollrum: Another beverage representing Daggerford’s brewing potential, this regional favorite is usually dark or black and laced with licorice. Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain five temporary hit points.
Uncommon Recipes
Bent Helm Stout: From a rather infamous tavern named the Bent Helm, located in EL’Turel, the house stout is a local and regional favorite. Known to be robust in character, this stout is seen as a brawler’s beverage of choice. Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks.
Blackwater Stout: A Featherdale trademark and named after the very tavern that it was created; this stout is noted for its sweet and licorice undertones. Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours.
Fighting Cock Red: Both the following wines are notorious in their hometown of Luskan for their flammable abilities. Once ready, this wine can be used like lamp oil, to light, maintain, or enlarge a flame. Anyone who consumes this wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed.
Fighting Cock White: The second and possibly more potent of the Fighting Cock wines, this one is laced with several white spirits like some types of rum. Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends 1 hour has passed.
Goblet and Gems Ale: Within Mirabar, the Goblet and Gems are known for many things, but not often associated with its excellent beer. There are two reasonable house offerings, however, the first being the Ale. Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hours.
Goblet and Gems Stout: The second house offering from the Goblet & Gems is a dark and earthy stout. Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours.
Mother Gothal’s Mead: A local mead from a rather risqué establishment, Mother Gothal’s Festhall in Amphail, this mead is honeyed wine, sweetened with additional fruit juice. Once prepared correctly, characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks and gain a +1 to all Dexterity skill checks for the next 1d4 hours.
Old Sword Sheathed Butternut Beer: Everlund is a city with many a tavern, one of which stands apart, serving the finest Butternut Beer from across the land. The Old Sword Sheathed’s beer is full flavored, sweet, and very refreshing, with many claiming it a life-time favorite. Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours.
Purple Dragon Ale: Another Essembra classic, the Purple Dragon Ale is a simple drop, regularly used by the common man. Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours.
Sea Ale Stout: This bitter brew is a particular favorite of sailors and privateers, from the City of Baldur’s Gate. The secret to brewing this brew is to use 1/5 sea water mixed with your regular water quantities. Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days.
Rare Recipes
Dragon Breath Beer: Another Dalelands classic, this drink is well known and served in several taverns regionally. Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect must be used within 1 hour of drinking the beer.
Evershimmer: Hailing from Everlund, this wine is diluted ever slightly with high quality fresh water. The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours.
Highmoon Dark: A renowned brew from the Dragon Reach, this beer is dark, with smoky, nutty and bacon like tastes. A house beer from the Oak and Spear, collecting the required materials will cost 4 times the typical pricing. If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make.
Luskan Pale Lager: Not as strong or respected as its cousin, the Black Ale, the Pale Lager from Luskan is seen as a much more palatable and forgiving beverage. Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after six hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2.
Moonlit Knight: Another Broken Goblet concoction, the Moonlit Knight uses darker and earthy tasting additives like coffee. Once mixed to taste, characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for one hour.
Old Owl Homebrew: Loudwater has a stiff local competition when it comes to beer and this homebrew from the Old Owl Tavern has my pick. Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours.
Old Serpent Spit: The Shining Serpent Inn is an institution for Neverwinter, which along with the city has weathered many a calamity. The lager is known to be watery and reasonably affordable; this brew has been a staple for many a grizzled warrior. Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC.
Peach Smoothwater: Moving to a rustic tavern known as I Shot an Arrow, some may be surprised to find two outstanding offerings, the first being Peach Smoothwater. Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2.
Phontyr’s Unicorn House White: EL’Turel’s most mystical Inn, Phontyr’s Unicorn, is devoted to the forest goddess Mielikki. The wine served here is pressed from the rarest wild grown forest grapes of the area. Gathering these materials will cost 4x the typical gold and time spent. Only Characters who are good aligned can benefit from the effects of this drink. The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours.
Rubyfire: The second offering from I Shot an Arrow, this burning beverage is often served along with something to take away its scalding bite. When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours.
Running Stag, Elder Root Stout: The city of Berdusk hosts the legendary drinking tavern known as the Running Stag. The elder root stout is a unique drop which given the name has an added ingredient, driving the cost up by 2x for the required materials. Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score.
Running Stag Old Dark Ale: The second reputable drop from the Running Stag, this ale is considered more popular with the regulars. The reason is it can be drunk to excess without risk of a hangover. For each much of this drink consumed, characters find themselves gaining 5 temporary hit points for the next 1d4 hours.
Sarvva: A tart green wine, Sarvva is created in the hills near to Esmeltaran. It isn’t overly popular but is a nice alternative to regular wine. Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours.
Shadowdark Ale: Within a few Inns and taverns of Highmoon, this dark and rich ale is a house favorite. Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours.
Silver Taproom’s Heated Spiced Cider: This fine beverage from the establishment within its name, is a favorite for visitors and locals alike in Essembra. Ensure to serve heated with some cinnamon and allspice if available. Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2.
Very Rare Recipes
Aszunder: A specialty of the Secomber area, Aszunder is usually found in great supply at the Seven- Stringed Harp Tavern. It’s a minty and somewhat bitter drop, but it is refreshing after a long day. After the allotted time, once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days.
Cinnamon Spiced Milk: From the Helm and Cloak, a festival hall/inn in Baldur’s Gate comes a regional take on the traditional holiday favorite. This creamy drink can be served cold or warmed, depending on personal preference. Once completed, this festive beverage can help keep away the dangers of mid-winter. Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair.
Dreaming Dragon Everquest: Another Everlund premium export is the Dreaming Dragon Tavern’s Everquest. Lauded for its great taste and consistent quality, this is a great example of a professional distiller. Once correct, this beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few.
Feldpost’s Sherry: A classic Sherry from Feldpost’s Inn in Beregost, this is perhaps the inn’s finest offering. Consuming this drink provides +2 to your wisdom ability score for 2d4 hours.
Halfway Inn Zzar: This strong and robust sherry has been created for eleven tastes at the Halfway Inn, located between the Greycloak Hills and Evereska. It has quite an almond like taste, derived from a particular variety of grape from the area. Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1.
Halurskan Wine: Originally created by Halurska the Fat, a baker of no renown, mushroom wine as its also known, traditionally hails from Berdusk. Known for its thick, nutty, and earthy taste, along with a dark brown appearance, many hinges on collecting the correct ingredients for this wine. This means the cost to obtain these materials is x3 more expensive than typical goods. Once fermented and consumed, characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours.
Jalanthar Amber: The tiny town of Jalanthar has had a rough history, however, the Crowing Cockatrice Tavern has weathered most of the orc raids and other calamities so far. This local cider known affectionately as Jalanthar Amber, is just as strong as any man from the town, and much stronger than most are prepared for. Once completed, any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours.
Luskan Black Ale: Hailing from the City of Sails this brew is a popular drop known for its thick, bitter texture and taste. If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours.
Old Smoke Ale: A pride and joy of the Gunderman Brewery located in Harrowdale; this ale is a sought- after drop which can be sold for 15x its creation costs. Noted for being a golden, smoky tasting, mellow ale, this beverage is for the connoisseurs and thinking types. Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours.
Old Smooth Tooth Whiskey: From one of Moontassel’s more modest taverns, The Lunge, Old Smooth Tooth whiskey is a dangerous drop for the uninitiated. Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours.
Ruby Cordial: This popular take on the classic recipe comes from the Blade and Stars Inn, and its proprietor Aundegul Shawn, both found within Baldur’s Gate. The drink is crafted from cherries dissolved slowly in a heavily sugared red wine. Once completed characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours.
Saerloonian Glowfire: Originating in Saerloon, south of the Dalelands, Saerloonian Glowfire is a popular drink for the nobility, throughout most of western Faerûn. It is slightly luminescent and is considered mystical in nature. Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration.
Slaker: Amphail, a small village north of Waterdeep hosts a wonderful Tavern known as the Stag-Horned Flagon. The tavern is a producer of a dark, dense barley beer, which has become a local favorite with several of the wealthy Waterdhavians. Once consumed, characters gain 12 temporary hit points for the next 2d4 hours.
Legendary Recipes
Firestar Sherry: An original creation by the Firestar Chariot Inn in Sundabar, this amber sherry has some Ruby Cordial added for extra sweetness. This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours.
Highwater Ale: A mythical brew crafted in-house, at the Shield and Keep Tavern of Highcastle, from a well in the cellar which is rumored to host several magical creatures. This brew is typically considered to be icy and minty and appears clear like bubbly water. The brew burns the throat as consumed and as with other unique brews, this will cost four times the typical amount for the required ingredients. Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours.
Sloegreen Wine: A creation of Beldabar, Innkeeper of Beldabar’s Rest, this thick, sweet, green wine is a favorite of the many traders who frequent Yatar. Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part.
Common Recipe Table
Recipe | Rarity | Type | Alcohol Level | Description |
Archenwood Stout | Common | Beer | +0 | Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours |
Bitter Black | Common | Beer | +0 | Upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours |
Bitterroot Beer | Common | Beer | +0 | Upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws |
Coolthroat Sip | Common | Wine | +2 | This will produce a drink which can be sold in total for twice the material costs |
Drawn Dagger Down | Common | Spirits | +3 | Character will leave them with disadvantage on all Charisma skill checks for 1d2 hours |
Rollrum | Common | Spirits | +2 | Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain 5 temporary hit points |
Uncommon Recipe Table
Recipe | Rarity | Type | Alcohol Level | Description |
Bent Helm Stout | Uncommon | Beer | +1 | Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks. |
Blackwater Stout | Uncommon | Beer | +1 | Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours |
Fighting Cock Red | Uncommon | Wine | +0 | This wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed |
Fighting Cock White | Uncommon | Wine | +1 | Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed |
Goblet and Gems Ale | Uncommon | Beer | +2 | Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hour |
Goblet and Gems Stout | Uncommon | Beer | +2 | Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours |
Mother Gothal’s Mead | Uncommon | Fortified | +1 | Characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks, and gain a +1 to all Dexterity skill checks for the next 1d4 hours |
Old Sword Sheathed Butternut Beer | Uncommon | Beer | +2 | Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours. |
Purple Dragon Ale | Uncommon | Beer | +2 | Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours |
Sea Ale Stout | Uncommon | Beer | +2 | Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days |
Rare Recipe Table
Recipe | Rarity | Type | Alcohol Level | Description |
Dragon Breath Beer | Rare | Beer | +2 | Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds. |
Evershimmer | Rare | Wine | -1 | The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours |
Highmoon Dark | Rare | Beer | +1 | If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make |
Luskan Pale Lager | Rare | Beer | +1 | Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after 6 hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2 |
Moonlit Knight | Rare | Spirits | +1 | Characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for the next hour. |
Old Owl Homebrew | Rare | Beer | +2 | Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours |
Old Serpent Spit | Rare | Beer | +2 | Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC |
Peach Smoothwater | Rare | Spirits | +2 | Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2 |
Phontyr’s Unicorn House White | Rare | Wine | +0 | The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours |
Rubyfire | Rare | Spirits | +2 | When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours |
Running Stag, Elder Root Stout | Rare | Beer | +1 | Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score |
Running Stag, Old Dark Ale | Rare | Beer | +2 | For each much of this drink consumed, characters find themselves gaining five temporary hit points for the next 1d4 hours |
Sarvva | Rare | Wine | +0 | Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours |
Shadowdark Ale | Rare | Beer | +0 | Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours |
Silver Taproom’s Heated Spiced Cider | Rare | Fortified | +1 | Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2 |
Very Rare Recipe Table
Recipe | Rarity | Type | Alcohol Level | Description |
Aszunder | Very Rare | Wine | +0 | Once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days |
Cinnamon Spiced Milk | Very Rare | Fortified | +3 | Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair |
Dreaming Dragon Everquest | Very Rare | Spirits | +0 | This beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few |
Feldpost’s Sherry | Very Rare | Fortified | +1 | Consuming this drink provides +2 to your wisdom ability score for 2d4 hours |
Halfway Inn Zzar | Very Rare | Fortified | +0 | Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1 |
Halurskan Wine | Very Rare | Wine | +1 | Characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours |
Jalanthar Amber | Very Rare | Fortified | +3 | Any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours |
Luskan Black Ale | Very Rare | Beer | +1 | If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours |
Old Smoke Ale | Very Rare | Beer | +1 | Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours. |
Old Smooth Tooth Whiskey | Very Rare | Spirits | +2 | Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours |
Ruby Cordial | Very Rare | Fortified | +3 | Characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours |
Saerloonian Glowfire | Very Rare | Wine | +1 | Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration |
Slaker | Very Rare | Beer | +3 | Once consumed, characters gain 12 temporary hit points for the next 2d4 hours |
Legendary Recipe Table
Recipe | Rarity | Type | Alcohol Level | Description |
Firestar Sherry | Legendary | Fortified | +2 | This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours. |
Highwater Ale | Legendary | Beer | +3 | Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours |
Sloegreen Wine | Legendary | Wine | +2 | Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part |