Items: Pliers, Wire Cutters, Needle and Thread, Clasp, Ruler, Wire
Crafting Restrictions: None
Mundane Item Crafting: Arcane Focus (Crystal, Orb, Rod, Staff, Wand), Holy Symbol (Amulet, Emblem, Reliquary), Signet Ring
Magic Item Crafting: All magical rings, amulets, and jewelry. The full list can be found below.
Artwork Creation: Can create luxurious jewelry that can fetch a high price.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session.
Structure Building: None
Adventuring Utility: Gains a bonus when attempting to identify gemstones or prove the validity of gemstones.
Skill Usage
Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.
Identify Gems: You can identify gems and determine their value immediately.
Jeweler’s Tools Basic Use Difficulty Table
Activity
DC
Modify a gem’s appearance
15
Determine a gem’s history
20
What can a Jeweler Do?
Gemcutting: Most gems, regardless of rarity, are in an unrefined state when extracted from the earth or from a treasure hoard. Luckily, a jeweler is equipped with the skills needed to cut and fashion these gems into their desired shapes. This not only increases the value of the gem itself, but also allows the gem to be used for jewelry and decoration.
Jewelry Smithing: Gemstones that have been prepared can then be used to fashion jewelry to be worn. As a luxury product or adventuring equipment, jewelry holds great value to the average person. Creating jewelry takes time, effort, skill, and resources. The precious metals that jewelers work with carry great value by themselves, making the creation of jewelry quite expensive. This, of course, only increases the value of jewelry, making it that much more desirable to take up the lapidary art.
Socketing Items: Some gems carry a magical property whose benefits in a dangerous situation far exceed those of aesthetic value. These gemstones can instead be used to socket into armor, weapons, shields, or other items to give it magical properties. Preparing a socket in an item is quite difficult and requires a jeweler’s expertise. The rewards, however, are long-lasting benefits to the wearer, and a fortune for the jeweler.
Working as a Jeweler: A jeweler’s work is typically done over the course of up to 8 hours a day, but a jeweler who’s in a hurry may risk exhaustion to work up to 16 hours, but they risk receiving a stack of exhaustion. No jeweler can work beyond 16 hours, as the physical and mental labor is too taxing. The save is a simple DC 10 Constitution saving throw (or skill check, which will be discussed later), increasing by 5 for each successive day that a jeweler’s labor goes beyond 8 hours.
Appraising the Price of Crafted Jewelry and Gems: A cut gemstone set in an amulet fetches a much higher value than an uncut gemstone found in the earth. Likewise, certain metals hold higher value than others, changing the overall cost of the item as a result. The base cost of a piece of jewelry is the sum of the gemstone and the style of jewelry made, multiplied by the Quality of the metal the jewelry uses.
Example:
An uncut azurite is worth 10gp. A ring, meanwhile, has a base value of 25. If it were set in a ring, its base value would be 45gp because the azurite would need to be cut; a cut gemstone is worth twice its base value. Now, if the ring were made of gold, the base price would then be multiplied by 1.5 to reflect its quality. The result, then, would be 67.5gp which would be rounded up to 68gp.
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.
Adventuring Utility: Able to craft antidotes in the wild or identify poison plants.
Herbalist’s Limited Alchemy: While herbalism is primarily used for gathering herbs, a creature with proficiency with herbalism kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an herbalism kit in place of alchemist’s supplies when creating potions of healing, antidotes, antitoxins, and vials of poison.
When crafting in this way, you use an herbalism kit and proficiency with it in place of alchemist’s supplies. This crafting otherwise works the same as using alchemist’s supplies. You can add additional ingredient modifiers when crafting in this way.
For anything more sophisticated, the Herbalist must either find a formula or research and develop a specific recipe.
Default Recipes
Common Antidotes
Common Antivenom
Basic Poison
Basic Healing Potion
You also start off with one of these common concoctions:
Chamomile Tea
Lemon Verbena Fumes
Liquid Dwarven Might
Pepper Balm
Pink Medicine
Traveler’s Comfort
Unholy Mixture
Skill Usage
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify poisons.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Herbalism Kit Basic Use Difficulty Table
Activity
DC
Find plants
15
Identify poison
20
Herbal Items
Herbal items include non-magical medicines, salves, poultices, and concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. Generally, the higher the quality, the more potent the herbal item. Herbal items also tend to lose their potency if not used within a certain period of being made. Herbal items may be purchased from herbalists during play who will quickly concoct the desired item. However, because herbal items lose their potency, they cannot be purchased between game sessions. Characters who have proficiency with the herbalism kit can craft herbal items if they know the appropriate recipe by gathering the ingredients during their adventures.
Gathering Ingredients
To gather the ingredients, you must spend at least one hour wandering the local area, searching for appropriate ingredients. During this time, you cannot perform any other tasks, nor can you travel too far in any specific direction and this period does not grant you the benefits for a short rest. Alternatively, you can gather ingredients as a travel activity. This is like foraging except, instead of gathering food and water during a day of travel, you gather the ingredients required to craft an herbal item.
At the end of the gathering period, day of travel, or other period as specified by the DM, make a Wisdom check, and add your proficiency bonus for your use of the herbalism kit.
You can make one DC 15 Wisdom (Survival / Herbalism Kit) per day to determine if you can find anything that can be harvested. Compare the result to the Harvest Table to determine the maximum number of Harvest Checks you can make. Each harvest takes 1 hour, and you do not need to use the full harvest count.
The base DC is 15, however this can be adjusted, or even impossible, according to the environment. For example, if you’re traveling through Rocky Mountains plant life might be sparser, or non-existent in a stone basement. If you are proficient with an herbalism kit but not Nature, add your proficiency bonus to the check. If you are proficient in Nature and the herbalism kit you gain advantage on this check.
Druids and Rangers roll with advantage on their herbalism check for results.
Harvest Table
Herbalism Check
Harvest Rolls
15-20
1
21-25
2
26-30
3
31-35
4
36+
5
Crafting Herbal Items
To craft an herbal item, you must have proficiency in the use of the herbalism kit, and you must know the recipe for the item you wish to craft. After choosing the item you wish to craft, you must gather the required ingredients and then craft the item.
Concoction Types
The harvested plant materials can be transformed into herbal preparations. Note that none of these concoctions can be used in combat unless specifically mentioned. There are three types of herbal preparations you can choose from:
Salves: These pastes are usually produced by grinding plant material and mixing them with some poultices. Using a salve takes one action and has a range of touch. Their effects are instantaneous and affect targeted creatures.
Infusions: These drinks are usually produced by drying, grinding, and boiling plant material to make some sort of tea. Drinking an infusion takes on action and their effects can last from one to eight hours.
Inhalations: These products require a heat source to produce fumes and enough time for people to breathe it slowly. You can use inhalation only during a long rest. Their effects usually last for the current long rest or until the end of the next long rest.
Formula Research Point Cost
The base cost is just that, a starting point. If the researcher is taking an existing uncommon potion and only slightly improving or changing it and does not warrant a full rarity change, then the cost would be somewhere between the two rarity levels. All the costs are suggested values for existing potions and their rarities. There is not a straight formula since potions are graded by rarity instead of spell levels, but the end cost does follow the same progression.
Example:
A standard Healing Potion is a Common rarity and heals 2d4+2. The herbalist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion. The Research Point cost should be split between the rarity which would give it a cost of 75 Research Points.
Formula 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 formula reductions may be used for any specific formula creation.
Existing Salve/Infusion/Inhalation: If the researcher has on hand another object 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 object that is used for this is also consumed during the process.
Existing Formula: If the Herbalist has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate missing or brewing idiosyncrasies of the herbalist that created that formula, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of herbalist formulas, 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.
Formula Creation Completion
Once the herbalist has collected enough Research Points it is time to put together the formula 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 an Herbalist Kit skill roll. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
Once again, if the product being created is a slightly improved version of an existing potion, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM.
Example:
A standard Healing Potion is a Common rarity and heals 2d4+2. The herbalist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion. The DC would be (8 + 14 = 22 / 2 = 11) 11.
If the roll is equal to or greater than the listed DC, the potion formula has been created and can be considered entered into the Herbalist formula book. Failure means that the formula was not created, and the herbalist must start again, but in their next attempt the amount of Research Points required is reduced by 50%.
Formula Creation Success Table
Rarity
DC For Success
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Herbalist Creation
Now that the herbalist has created a formula, now it is time to start mixing some up. For each single dose of the concoction to be created will require a certain amount of 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 potion being created.
The amount of time to make any concoction is shown in the following table:
Concoction Creation Time Table
Rarity
Time Taken
Common
Ten Minutes
Uncommon
One Hour
Rare
Two Hours
Very Rare
Four Hours
Legendary
Eight Hours
Concoction Benefits
While any number of concoctions can be used at any moment, only the first one is in effect. A second one will not be in effect until it is applied after the first one’s duration has ended.
Concoction Creation Failure
If at any time the herbalist rolls a natural one on any of the material creation processes, it blows up in their face. Roll on the following table to find the results.
Concoction Creation Failure Table
Roll (d100)
Effect
Common
Uncommon
Rare
Very Rare
Legendary
01-05
Oh, my loving god: Roll on the wild magic table
One roll
Two rolls
Three rolls
Four rolls
Five rolls
06-25
Oh, this is going to hurt: Your attempt at your creation blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)
2d6
3d8
4d10
5d12
6d20
26-50
This is very bad: You find that you have temporarily lost the ability to cast spells.
One Day
Three Days
Five Days
Ten Days
One Month
51-90
This is not good: You find that you have temporarily lost the ability to make anything using herbalism.
One Day
One Week
One Month
Three Months
One Year
91-99
This is confusing: The concoction you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded.
–
–
–
–
–
100
How did I do that: Success! Your concoction still turned out, but only a single dose no matter how many ingredients you used.
–
–
–
–
–
Concoction Creation Table
Concoction Rarity
Ingredients
DC to Create Single Concoction
DC to Create 1d4 Concoction
DC to Create 1d6 Concoction
DC to Create 1d8 Concoction
DC to Create 1d10 Concoction
DC to Create 1d12 Concoction
Common
3 common ingredients Glass Vial
10
12
14
16
18
20
Uncommon
1 common ingredient 3 uncommon ingredients Glass Vial
Depending on what is being made, sometimes more specific types of ingredients might be required by the DM. The guidelines suggested are as follows. Details on ingredients, where they can be found as well as what types there are all listed in the Material section.
Type of Concoction Ingredient Table
Potion Type
Ingredient Type Required
Healing
50% Curative, Divine, or Poisonous ingredient of each type
Ability or Form Changing
50% Primal ingredient of each type
Magical Results
50% Arcane ingredient of each type
There will be other specific requirements as per the DM looking over the required recipe.
Recipe Rarities and Benefits Table
Recipe
Rarity
Concoction Type
Description
Balm of Bravery
Uncommon
Salve
Allows an attempt to save verses the Fear effect, and be applied after Fear has been applied
Bellow
Uncommon
Infusion
All words are shouted for one hour
Blood Moss Tincture
Uncommon
Salve
Allows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose Extract
Uncommon
Infusion
Morning-after pill effect
Burnsoothe Ointment, Advanced
Very Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d10+4
Burnsoothe Ointment, Basic
Uncommon
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6
Burnsoothe Ointment, Intermediate
Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2
Catacomb Mud
Very Rare
Salve
Any construct/undead receives the effects of Greater Restoration
Chamomile Tea
Common
Infusion
Calms nervous humanoids and giants for one hour
Climbing Chalk
Uncommon
Salve
Gain advantage on any climbing checks made for the next hour
Cold Refreshing Tea
Uncommon
Infusion
Ignore the next Constitution check versus extreme heat due to weather
Drunk Legs, Advanced
Very Rare
Infusion
When ingested, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Drunk Legs, Basic
Uncommon
Infusion
When ingested, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Drunk Legs, Intermediate
Rare
Infusion
When ingested, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fairy Eyes
Very Rare
Salve
For one hour you can see invisible creatures and can see through Blur and Mirror Image
Fighter’s Fortitude
Rare
Infusion
Reroll all ones on damage rolls for the next hour
Final Breath
Very Rare
Infusion
Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Floral Perfume
Uncommon
Salve
Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying Tea
Uncommon
Infusion
Advantage against exhaustion saves for the next eight hours
Goblin Loincloth Soap
Uncommon
Salve
For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Grandma’s Remedy
Rare
Inhalation
Cures one minor disease
Grasshopper Tea
Rare
Infusion
For the next hour maximum jump distance is doubled
Graveyard Mud
Rare
Salve
Any construct/undead receives the effects of Lesser Restoration
Healing Balm
Uncommon
Salve
Allows the immediate healing of one hit die if one is available
Heavenly Salve
Legendary
Salve
For the next hour your critical success on death saves has the range of 15-20
Herbal Fortifier
Rare
Infusion
Any poison or disease last for half their duration for the next eight hours
Honey Wax
Common
Salve
Mainly used for hair removal
Hunter’s Veil
Uncommon
Salve
Hides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lemon Verbena Fumes
Common
Inhalation
Repels mosquitos for this long rest
Liquid Dwarven Might
Common
Infusion
Advantage on Constitution saves verses alcohol for one hour
Lucky Charms
Uncommon
Inhalation
You can use the equivalent of the spell Guidance once in the next 24-hours
Monk’s Habit
Rare
Inhalation
Reduces the need for food and drink by 75% for the next 24-hours
Natural Glue
Uncommon
Salve
The equivalent of the Mending spell to repair an object
One Eye Open Tea
Rare
Infusion
Gain a +5 on Passive Perception while asleep
Owl’s Essence
Rare
Infusion
Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Pepper Balm
Common
Salve
The affected creature must make a DC13 Constitution save or instantly sneezes
Phantom Bane
Uncommon
Salve
Allows equivalent application of the spell Spare the Dying
Pink Medicine
Common
Infusion
Advantage on Constitution saves against food and drink
Pink Speak
Uncommon
Infusion
Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent
Reinvigorating Fumes
Rare
Inhalation
Your walking speed increases by five feet for the next 24-hours
Rosemary Liquid
Rare
Infusion
Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing
Sentry’s Rest
Very Rare
Infusion
Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve
Very Rare
Salve
For the next hour you have advantage on all death saves
Traveler’s Comfort
Common
Infusion
Allows the drinker to ignore the effects of motion sickness for eight hours
Troll’s Blood
Rare
Infusion
Advantage on hit point recovery via hit dice over a short rest for the next hour
Unholy Mixture
Common
Salve
The affected creature must make a DC13 Constitution save or instantly vomits
Valerian Incense
Rare
Inhalation
Removes one point of exhaustion after a long rest
Vampire’s Blood
Very Rare
Salve
You are under the effects of the spell Gaseous Form without concentration for the next ten minutes
War Tonic
Rare
Infusion
Ignores the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour, and applied and the end of the hour
Willowshade Oil
Rare
Salve
A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn
Witch’s Incense
Rare
Inhalation
The first concentration check within the next 24-hours succeeds automatically
Common Formulas
Chamomile Tea (Infusion): Calms nervous humanoids and giants for one hour.
Honey Wax (Salve): Mainly used for hair removal.
Lemon Verbena Fumes (Inhalation): Repels mosquitos for this long rest.
Liquid Dwarven Might (Infusion): Advantage on Constitution saves versus alcohol for one hour.
Pepper Balm (Salve): The affected creature must make a DC13 Constitution save or instantly sneeze.
Pink Medicine (Infusion): Advantage on Constitution saves against food and drink.
Traveler’s Comfort (Infusion): Allows the drinker to ignore the effects of motion sickness for eight hours.
Unholy Mixture (Salve): The affected creature must make a DC13 Constitution save or instantly vomits.
Uncommon Formulas
Balm of Bravery (Salve): Allows an attempt to save versus the Fear effect and be applied after Fear has been applied.
Bellow (Infusion): All words are shouted for one hour.
Blood Moss Tincture (Salve): Allows an affected creature to attempt to save versus poison once and be applied after poisoning has occurred.
Blood Rose Extract: Morning-after pill effect.
Burnsoothe Ointment, Basic (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6.
Climbing Chalk (Salve): Gain advantage on any climbing checks made for the next hour.
Cold Refreshing Tea (infusion): Ignore the next Constitution check versus extreme heat due to weather.
Drunk Legs, Basic (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Floral Perfume (Salve): Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour.
Fortifying Tea (Infusion): Advantage against exhaustion saves for the next eight hours.
Goblin Loincloth Soap (Salve): For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Healing Balm (Salve): Allows the immediate healing of one hit die if one is available.
Hunter’s Veil (Salve): Hides the hunter’s scent, gives disadvantage on any perception against the recipient that relies on the sense of smell.
Lucky Charms (inhalation): You can use the equivalent of the spell Guidance once in the next 24-hours.
Natural Glue (Salve): The equivalent of the Mending spell to repair an object.
Phantom Bane (Salve): Allows equivalent application of the spell Spare the Dying.
Pink Speak (Infusion): Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent.
Rare Formulas
Burnsoothe Ointment, Intermediate (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2.
Drunk Legs, Intermediate (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Fighter’s Fortitude (Infusion): Reroll all ones on damage rolls for the next hour.
Grandma’s Remedy (Inhalation): Cures one minor disease.
Grasshopper Tea (Infusion): For the next hour maximum jump distance is doubled.
Graveyard Mud (Salve): Any construct/undead receives the effects of Lesser Restoration.
Herbal Fortifier (Infusion): Any poison or disease lasts for half their duration for the next eight hours.
Monk’s Habit (Inhalation): Reduces the need for food and drink by 75% for the next 24-hours.
One Eye Open Tea (Infusion): Gain a +5 on Passive Perception while asleep.
Owl’s Essence (Infusion): Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours.
Reinvigorating Fumes (Inhalation): Your walking speed increases by five feet for the next 24-hours.
Rosemary Liquid (Infusion): Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing.
Troll’s Blood (Infusion): Advantage on hit point recovery via hit dice over a short rest for the next hour.
Valerian Incense (Inhalation): Removes one point of exhaustion after a long rest.
War Tonic (Infusion): Ignore the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour and applied and the end of the hour.
Willowshade Oil (Salve): A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Witch’s Incense (Inhalation): The first concentration check within the next 24-hours succeeds automatically.
Very Rare Formulas
Burnsoothe Ointment, Advanced (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d10+4.
Catacomb Mud (Salve): Any construct/undead receives the effects of Greater Restoration.
Drunk Legs, Advanced (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Fairy Eyes (Salve): For one hour you can see invisible creatures and can see through Blur and Mirror Image.
Final Breath (Infusion): Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Sentry’s Rest (Infusion): Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve (Salve): For the next hour you have advantage on all death saves.
Vampire’s Blood (Salve): You are under the effects of the spell Gaseous Form without concentration for the next ten minutes.
Legendary Formulas
Heavenly Salve (Salve): For the next hour your critical success on death saves has the range of 15-20.
Common Recipe Table
Recipe
Rarity
Concoction Type
Description
Chamomile Tea
Common
Infusion
Calms nervous humanoids and giants for one hour
Lemon Verbena Fumes
Common
Inhalation
Repels mosquitos for this long rest
Liquid Dwarven Might
Common
Infusion
Advantage on Constitution saves verses alcohol for one hour
Pepper Balm
Common
Salve
The affected creature must make a DC13 Constitution save or instantly sneezes
Pink Medicine
Common
Infusion
Advantage on Constitution saves against food and drink
Traveler’s Comfort
Common
Infusion
Allows the drinker to ignore the effects of motion sickness for eight hours
Unholy Mixture
Common
Salve
The affected creature must make a DC13 Constitution save or instantly vomits
Uncommon Recipe Rarities and Benefits Table
Recipe
Rarity
Concoction Type
Description
Balm of Bravery
Uncommon
Salve
Allows an attempt to save versus the Fear effect, and be applied after Fear has been applied
Bellow
Uncommon
Infusion
All words are shouted for one hour
Blood Moss Tincture
Uncommon
Salve
Allows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose Extract
Uncommon
Infusion
Morning-after pill effect
Burnsoothe Ointment, Basic
Uncommon
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6
Climbing Chalk
Uncommon
Salve
Gain advantage on any climbing checks made for the next hour
Cold Refreshing Tea
Uncommon
Infusion
Ignore the next Constitution check versus extreme heat due to weather
Drunk Legs, Basic
Uncommon
Infusion
When ingested, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Floral Perfume
Uncommon
Salve
Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying Tea
Uncommon
Infusion
Advantage against exhaustion saves for the next eight hours
Goblin Loincloth Soap
Uncommon
Salve
For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Healing Balm
Uncommon
Salve
Allows the immediate healing of one hit die if one is available
Hunter’s Veil
Uncommon
Salve
Hides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lucky Charms
Uncommon
Inhalation
You can use the equivalent of the spell Guidance once in the next 24-hours
Natural Glue
Uncommon
Salve
The equivalent of the Mending spell to repair an object
Phantom Bane
Uncommon
Salve
Allows equivalent application of the spell Spare the Dying
Pink Speak
Uncommon
Infusion
Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent
Rare Recipe Table
Recipe
Rarity
Concoction Type
Description
Burnsoothe Ointment, Intermediate
Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2
Drunk Legs, Intermediate
Rare
Infusion
When ingested, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fighter’s Fortitude
Rare
Infusion
Reroll all ones on damage rolls for the next hour
Grandma’s Remedy
Rare
Inhalation
Cures one minor disease
Grasshopper Tea
Rare
Infusion
For the next hour maximum jump distance is doubled
Graveyard Mud
Rare
Salve
Any construct/undead receives the effects of Lesser Restoration
Herbal Fortifier
Rare
Infusion
Any poison or disease last for half their duration for the next eight hours
Monk’s Habit
Rare
Inhalation
Reduces the need for food and drink by 75% for the next 24-hours
One Eye Open Tea
Rare
Infusion
Gain a +5 on Passive Perception while asleep
Owl’s Essence
Rare
Infusion
Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Reinvigorating Fumes
Rare
Inhalation
Your walking speed increases by five feet for the next 24-hours
Rosemary Liquid
Rare
Infusion
Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing
Troll’s Blood
Rare
Infusion
Advantage on hit point recovery via hit dice over a short rest for the next hour
Valerian Incense
Rare
Inhalation
Removes one point of exhaustion after a long rest
War Tonic
Rare
Infusion
Ignores the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour, and applied and the end of the hour
Willowshade Oil
Rare
Salve
A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn
Witch’s Incense
Rare
Inhalation
The first concentration check within the next 24-hours succeeds automatically
Very Rare Recipe Table
Recipe
Rarity
Concoction Type
Description
Catacomb Mud
Very Rare
Salve
Any construct/undead receives the effects of Greater Restoration
Drunk Legs, Advanced
Very Rare
Infusion
When ingested, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fairy Eyes
Very Rare
Salve
For one hour you can see invisible creatures and can see through Blur and Mirror Image
Final Breath
Very Rare
Infusion
Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Sentry’s Rest
Very Rare
Infusion
Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve
Very Rare
Salve
For the next hour you have advantage on all death saves
Vampire’s Blood
Very Rare
Salve
You are under the effects of the spell Gaseous Form without concentration for the next ten minutes
Legendary Recipe Table
Recipe
Rarity
Concoction Type
Description
Heavenly Salve
Legendary
Salve
For the next hour your critical success on death saves has the range of 15-20
Crafting Restrictions: Access to a furnace or similar is required. Somewhat DM Dependent.
Mundane Item Crafting: Handful of relevant options that synergize well with Alchemists, Poisoners, and Brewers.
Magic Item Crafting: Handful of items. Some home-brew potential with armor.
Artwork Creation: Very good at creating artwork.
QA Artwork Bonus: +10 to roll modifier on the “Selling a Magic Item” table.
Structure Building: Able to assist in structure creation. Number of glassblowers on a project could be limited by DM.
Adventuring Utility: Able to identify properties of glass and adds proficiency bonus to checks involving the manipulation of glass.
Default Blueprints
While not necessarily just for glasses, the glassblower is good for windows and any other form of glass object. They can make the following at the start:
Glasses
Simple windows
Vials
Flasks
Skill Usage
Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)
Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.
Glassblower’s Tools Basic Use Difficulty Table
Activity
DC
Identify source of glass
10
Determine what a glass object once held
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.
Example Items: Papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
Crafting Restrictions: Need something to forge.
Mundane Item Crafting: Creation of paperwork that looks correct and officials.
Magic Item Crafting: None.
Artwork Creation: None.
QA Artwork Bonus: N/A.
Structure Building: N/A.
Adventuring Utility: Creation of papers necessary for the completion of a quest or mission.
Skill Usage
Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.
Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.
Forgery Kit Basic Skill Use Difficulty Table
Activity
DC
Mimic handwriting
15
Duplicate a wax seal
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.
Magic Item Crafting: No RAW crafting options. However, there is some home-brew potential here. Entirely DM Dependent.
Artwork Creation: Can potentially create very valuable meals for wealthy customers, but if a customer is not found within the day the product will spoil.
QA Artwork Bonus: Able to find a buyer in 1 day, and you can add your cooks’ utensils proficiency to the investigation check used to find a buyer.
Structure Building: N/A
Adventuring Utility: N/A
In many ways a cook is much like an alchemist, but one that works with food and short-term meals. Most of the rules are very similar to what was presented for Alchemist.
Default Recipes
A good cook is welcome at any campfire, and a bad one is always called George. Cooks start off with being able to cook most simple things:
Bread
Cheese
Meat
Meals
Bear Claws
In addition to these recipes, the character can also choose a single recipe from the common rarity recipe list:
Bangers and Smash
Castle Amber Onion Soup
Dwarven Hardtack
Elven Marruth
Elven Waybread
Garlic Bread
Miner’s Pie
Moonshae Lemon-Chocolate Macaron
Neverwinter Coffee
Pumpkin Spiced Spider Legs
Traveler’s Stew
Skill Usage
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
Cook’s Utensils Basic Skill Use Difficulty Table
Activity
DC
Create a typical meal
10
Duplicate a meal
10
Spot poison or impurities in food
15
Create a gourmet meal
15
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.
Research Point Cost
While cooking many times is an exact science much like many other skills, it is nuances of incorporating different flavors that matters the most. There are also the varied palates of different people and even creatures that might make something taste great to one and like garbage to another. This means that like any other researcher, the cook 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 Cook has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate missing brewing idiosyncrasies of the alchemist that created that formula, 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 cook has collected enough Research Points it is time to put the recipe together 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 Cook Utensils skill roll. No other modifiers or advantage chances can be applied to this roll.
Once again, 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 DM.
If the roll is equal to or greater than the listed DC, the recipe has been created and can be considered entered in the Cook’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 reduced 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 cook has created a recipe, 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 if the DM requires changes.
Recipe Benefits
Any person may only be the recipient of a single recipe bonus oncer per 24-hours. Consuming the extra delicious food will only fill your belly, 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 meal.
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 Cooking 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 (Cooking Utensils) check.
Cooking 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 Food: The food animates, gets up from its dish, and either starts attacking or attempts to escape. The food has the same statistics as a Mud Mephit.
Cursed Food: Creatures that eat cursed food 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 Food: Creatures that eat this food will find it explode in their mouth dealing 3d10 fire damage to them.
Illusory Food: The food becomes an illusion. The dish or vessel holding it remains real and can move the illusion with it. but the actual food becomes a Programmed Illusion mimicking steam and smell. Interacting with the food reveals it to be an illusion as matter passes through it. The illusion disappears after one hour.
Inverse Food: The food has the opposite of the intended effect. Food that heals instead harms, food that grants improved sight instead blinds. and food that grants advantage instead grants disadvantage, for example. For food 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 Food: Creatures that eat polymorphic food 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 food must attempt a DC11 Constitution saving throw. On a failed save. the creature becomes poisoned for 1d4 hours.
Poisonous (strong): Creatures that eat strongly poisonous 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 food 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 food 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
Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple Bread
Uncommon
One Hour
Restore 2d4+2 hit points
Bangers and Smash
Common
One Hours
Increase AC by one while wearing light or no armor for the next hour
Barbecued Nalfeshnee Shoulder
Rare
One Hour
A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Beholder Bourguignon
Very rare
Four Hours
A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Boiled Devil Tongue
Rare
One Hour
You gain a +2 bonus to Charisma (Deception) checks for four hours.
Castle Amber Onion Soup
Common
One Hour
Gain advantage on saving throws against poison for the next hour
Cherrybread
Rare
One Hour
Gain Darkvision for two hours
Chicken Shrieker Marsala
Rare
One Hour
A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chultan Fruit Tart
Uncommon
One Hour
Grants advantage on DEX ability checks and saving throws for one hour.
Chuul Claw with Bay Seasoning
Rare
One Hour
Grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Cockatrice Cordon Bleu
Uncommon
One Hour
A creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and Cabbage
Uncommon
One Hour
Change your eye color for the next eight hours
Dark Molasses Nutbread
Legendary
Eight Hours
Restore 10d4+20 hit points
Dragon Salmon
Rare
One Hour
Recover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle Soup
Rare
One Hour
The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Drow Mushroom Steaks
Uncommon
One Hour
Add +2 to your initiative for the next hour
Dwarven Hardtack
Common
Two Hours
Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven Bread
Uncommon
One Hour
Move speed is increased by 5 feet for the next four hours
Elven Marruth
Common
One Hour
Add +1 to your initiative for the next hour
Elven Waybread
Common
One Hour
One loaf provides sufficient food tor a month for one person
Faerie Dragon and Starfruit Teriyaki
Rare
Two Hours
A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy Egg
Rare
One Month
A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild Eggs
Rare
Two Hours
You can remove two levels of exhaustion immediately
Fried Brain Curry
Rare
One Hour
A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Garlic Bread
Common
Ten Minutes
Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Gelatinous Cube Aspic
Rare
One Hour
After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice Cream
Rare
One Hour
The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Gingerbread Man
Uncommon
One Hour
Your next short rest only takes 30 minutes
Green Slaad and Salad Greens
Rare
One Hour
The meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Greenspear Bundles in Bacon
Very Rare
One Hour
Gain Darkvision for eight hours
Hand Pies
Very Rare
Six Hours
Restore 8d4+8 hit points
Heroes’ Feast
Very Rare
Eight Hours
You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest Puree
Very Rare
Four Hours
Regrow small appendage or teeth if consumed every day for a week
Honey-Glazed Rothe Ribs
Rare
Three Hours
Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Iron Rations
Uncommon
One Hour
Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur Noodles
Uncommon
One Hour
Temporarily Raise your max hit points equal to your proficiency bonus for one hour
Knucklehead Trout
Very Rare
Three Hours
Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Maple-Glazed Mandrake
Rare
One Hour
The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Meals End
Legendary
One Hour
Recover a level 3 spell slot on a short rest within the next four hours
Mimic Fritters
Rare
One Hour
Grants advantage on WIS ability checks and saving throws for one hour
Miner’s Pie
Common
One Hour
Gain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate Macaron
Common
One Hour
A creature that eats one of these regains 1d4+1 hit points
Moonshae Seafood Rice
Uncommon
One Hour
Add +2 to perception checks for the next hour
Myconid Foot Stew
Uncommon
One Hour
It grants a creature resistance to necrotic damage for one hour
Nelanther Fish Pie
Uncommon
One Hour
Grants advantage on INT ability checks and saving throws for one hour
Neverwinter Berry Mille-Feuille
Rare
Four Hours
Restore 4d4+4 hit points
Neverwinter Coffee
Common
One Hour
Gain advantage on your next initiative within the next four hours
Orange Mountain Duck
Uncommon
One Hour
Change your hair color for the next eight hours
Otiks Skillet
Very Rare
One Hour
Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Plate of Gold
Uncommon
One Hour
Change your skin color for the next eight hours
Poached Basilisk Egg in Nothic Broth
Very rare
One Hour
The meal grants a creature with the benefits of a True Seeing spell for one hour.
Pommes Vrock
Uncommon
One Hour
The meal grants a creature resistance to poison damage for the next eight hours
Pumpkin Spiced Spider Legs
Common
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Purple Worm Cutlet
Rare
One Hour
A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Quith-Pa
Uncommon
One Hour
You can remove one level of exhaustion immediately
Red Dragon Tenderloin
Very Rare
Four Hours
The meal grants a creature immunity to fire damage for the next 24 hours
Scorpion Crostini Tapenade
Rare
One Hour
The eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood Bouillabaisse
Rare
One Hour
Gain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey Baklava
Rare
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc Wings
Rare
Four Hours
Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll Ribs
Rare
Four Hours
A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Tavern Steak
Uncommon
One Hour
Gain advantage on constitution saving throws for the next hour (Does not include concentration checks)
Tethyrian Tarrasque au Vin
Legendary
One Day
Eating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Three-Pepper Hellhound Chili
Rare
One Hour
A serving of the chili acts as a Potion of Fire Breath
Traveler’s Stew
Common
One Hour
Gain Temporary hit points equal to your proficiency bonus for an hour
Treant-Smoked Unicorn Sirloin
Rare
Two Hours
A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied Apples
Rare
One Hour
Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Venison Pot Roast
Very Rare
Six Hours
Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)
Wood Elf Forest Salad
Rare
One Hour
Move speed is increased by 10 feet for an hour
Worg Steak with Grilled Muskmelon
Rare
One Hour
The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yawning Portal Biscuits
Legendary
Four Hours
Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Yeti Tartare
Rare
One Hour
A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage
Common Recipes
Bangers and Smash: Increase AC by one while wearing light or no armor for the next hour.
Castle Amber Onion Soup: Gain advantage on saving throws against poison for the next hour.
Dwarven Hardtack: This ration requires fungi grown underground that is turned into a dense flour. Dwarves usually soak the tack in stout to add moisture and flavor. Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week.
Elven Marruth: Add +1 to your initiative for the next hour.
Elven Waybread: This elven bread requires rare grains found only in the elven city of Evermeet. One loaf provides sufficient food tor a month for one person.
Garlic Bread: Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack.
Miners Pie: Gain advantage on your next Dexterity save within the next four hours.
Moonshae Lemon-Chocolate Macaron: Moonshae Lemons have innate healing properties, but most people can’t stomach their sour taste alone. A creature that eats one of these regains 1d4+1 hit points.
Neverwinter Coffee: Gain advantage on your next initiative within the next four hours.
Pumpkin Spiced Spider Legs: The curious taste of Phase Spider goes surprisingly well with cinnamon and nutmeg. Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour.
Traveler’s Stew: Common Gain Temporary hit points equal to your proficiency bonus for an hour
Uncommon Recipes
Aboleth Calamari with Dried Ooze: Rubbery Aboleth flesh treated with powdered, dried ooze is an acquired taste, but done well it can be quite tasty and not dangerous. Its flavor is like mushrooms and lime. A creature that eats this meal finds that they can breathe underwater for the next four hours.
Amphail Braised Auroch: Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours.
Balduran Maple Bread: The maple syrup from the regions near Baldur’s Gate has healing properties that emerge when used for baking. A common variant includes peanut butter. A creature that eats this regains 2d4+2 hit points immediately.
Chultan Fruit Tart: The fruit of the Assassin Vines common on Chult are known to increase one’s reflexes. They bear fruit very infrequently. Grants advantage on DEX ability checks and saving throws for one hour.
Cockatrice Cordon Bleu: Ham, cheese, and cockatrice rolled together and cooked. The head is usually served with the dish, but it is only decoration and extremely inedible. A creature that eats this becomes immune to the petrified condition for 24 hours.
Corned Beef and Cabbage: Change your eye color for the next eight hours.
Elven Bread: Move speed is increased by 5 feet for the next four hours.
Gingerbread Man: Your next short rest only takes 30 minutes.
Iron Rations: Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours.
Kara-Tur Noodles: Temporarily Raise your max hit points equal to your proficiency bonus for an hour.
Moonshae Seafood Rice: Add +2 to perception checks for the next hour.
Myconid Foot Stew: The core of a myconid is edible, as are their feet, which are packed with flavor. When cooked into a stew, it can grant a creature resistance to necrotic damage for one hour.
Nelanther Fish Pie: Finding good tuna is difficult in the Nelanther Isles. Cooked well, it makes for amazing brain food. Grants advantage on INT ability checks and saving throws for one hour.
Orange Mountain Duck: Change your hair color for the next eight hours.
Plate of Gold: Change your skin color for the next eight hours.
Pommes Vrock: These potatoes are dusted with specially treated Vrock spores, which taste like truffles. The meal grants a creature resistance to poison damage for the next eight hours.
Quith-Pa: You can remove one level of exhaustion immediately.
Shaar Honey Baklava: Floral honey from the fields of Shaar is some of the best in the world. The honey between the many layers of this dessert makes anyone smile. Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour.
Tavern Steak: Gain advantage on constitution saving throws for the next hour (Does not include concentration checks).
Rare Recipes
Barbecued Nalfeshnee Shoulder: Looks and tastes like pulled pork, with a hint of Sulphur. A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell.
Boiled Devil Tongue: Proper preparation requires boiling in holy water to avoid accidentally cursing oneself. Serve with a cheese sauce to counter its bitter bite. You gain a +2 bonus to Charisma (Deception) checks for four hours.
Cherrybread: Gain Darkvision for two hours.
Chicken Shrieker Marsala: Chicken cooked with the Shrieker mushroom in a special gravy. You always know they are fresh when you can hear the shrieking from the kitchen as it is prepared. The meal makes the wearer very sensitive to even the smallest amount of light. A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours.
Chuul Claw with Bay Seasoning: Chuul can be very salty and otherwise bland on its own. but its magic is worth it. Mages developed a seasoning that makes the meat taste palatable, even good. It turns out that experienced chefs were already using a similar seasoning from the Bay of Pearls. Chuul claw grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours.
Dragon Turtle Soup: A delicacy that is as difficult to master as the ingredients are difficult to acquire. Cooked with hot Calimshan spices and lemons from the Moonshae Isles. The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero.
Dragon Salmon: Recover a level 1 spell slot on a short rest within the next four hours.
Drow Mushroom Steaks: Add +2 to your initiative for the next hour.
Faerie Dragon and Starfruit Teriyaki: Some hesitate to eat such an intelligent and good-natured creature, but most change their tune once they have a taste of its naturally sweet meat with a sour sauce A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell.
Fermented Harpy Egg: A harpy egg that is fermented underground for at least a month but sometimes as much as a year. Usually served with a strong garlic sauce which is the only thing making it palatable. A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell.
Feywild Eggs: You can remove two levels of exhaustion immediately.
Fried Brain Curry: A coconut curry that uses the body of an Intellect Devourer as its base. The meal can impart a creature with knowledge from the brains the creature has eaten. Desperate mages seeking knowledge turn to this dish. A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Gelatinous Cube Aspic: suspension of savory foods inside a specially treated glob of Gelatinous Cube. The recipe requires that the aspic set over four hours. After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal.
Ghost-Chilled Mint Ice Cream: Ice cream is difficult to create without some magical training, but using a ghost’s natural chill can impart various magical properties to the ice cream. The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration.
Green Slaad and Salad Greens: Slaad meat has unique polymorphic qualities thanks to its chaotic nature. The meat constantly shifts and moves of its own volition. When denatured with lime juice, the meal allows a creature to change their appearance for one hour as if with the Alter Self spell.
Honey-Glazed Rothe Ribs: Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast).
Maple-Glazed Mandrake: This dish utilizes the mandrake’s healing properties and tastes a bit like honeyed carrots. Careful when harvesting your own as mandrake roots have a deadly scream. The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them.
Mimic Fritters: Battered and deep-fried clumps of mimic bod. Mimic Fritters seem to taste different to just about everyone, but they all agree the taste improves with thyme. The food makes creatures hyperaware of their surroundings to an almost paranoiac degree. Grants advantage on WIS ability checks and saving throws for one hour.
Neverwinter Berry Mille-Feuille: This dessert uses strawberries and blueberries grown year-round near the Neverwinter river. It’s believed the water charges the berries with healing power. A creature that eats this regains 4d4+4 hit points.
Purple Worm Cutlet: A bit of Purple Worm marinated in its own venom can be a real treat. provided the cutlet is thoroughly cooked with added cream to negate the poison. A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours.
Seafood Bouillabaisse: Gain Temporary hit points equal to your Level + Wisdom modifier.
Scorpion Crostini Tapenade: The innards of a giant scorpion are very bitter but work well mixed with capers and olives and spread on crusty bread. When aided with a bit of transmutation magic. This dish can give the eater a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. If the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halts as much damage on a successful save.
Spicy Roc Wings: These wings are not unlike chicken wings, but their massive size means they must be cut into smaller pieces before being tried. When a Roc falls. it takes an entire town to clean it and preserve the meat before it spoils. Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours.
Spicy Troll Ribs: Although there is some danger to eating troll with their flesh constantly mutating, it does have its benefits. A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour. There is a 1% chance that the creature mutates and grows an additional (but useless) limb or head.
Three-Pepper Hellhound Chili: The hot peppers are there to balance the innate spiciness from the Hellhound meat. A serving of the chili acts as a Potion of Fire Breath.
Trolltide Candied Apples: Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Treant-Smoked Unicorn Sirloin: Only non-good creatures would ever consider making such a forbidden meal that involves the death of both a treant and a unicorn. The meat is smoked for 13 hours. Served with a decadent black garlic butter. A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week. However, the creature becomes cursed and cannot enter consecrated or hallowed ground for seven months.
Wood Elf Forest Salad: Move speed is increased by 10 feet for an hour.
Worg Steak with Grilled Muskmelon: This dish is especially pungent but tastes delicious. It opens the senses and with a bit of magic can even improve your sense of smell. The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour.
Yeti Tartare: Raw yeti meat with very few but important spices and a sprig of mint that brings the dish together. A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage.
Very Rare Recipes
Beholder Bourguignon: Treated beholder eyes slowly cooked with its flesh creates a rainbow of flavors that crackle with arcane energy. A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week. The dish is so potent that it interferes with spellcasting. For one week, all spells the creature casts have a 50% chance of failure. DC 21.
Greenspear Bundles in Bacon: Gain Darkvision for eight hours.
Hand Pies: Restore 8d4+8 hit points.
Heroes’ Feast: You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell.
High Harvest Puree: Regrow small appendage or teeth if consumed every day for a week.
Knucklehead Trout: Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour.
Otiks Skillet: Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Poached Basilisk Egg in Nothic Broth: Basilisk eggs are a delicacy that grants special powers when cooked in a broth of spiced ciliary juices from a Nothic. The meal grants a creature with the benefits of a True Seeing spell for one hour.
Qualinesti Vegetable Stew: Recover a level 2 spell slot on a short rest within the next four hours.
Red Dragon Tenderloin: It’s very difficult to place the spices that bring out the magic of a red dragon’s flesh and chefs are strangely secretive of their recipes. Rosemary, oregano, and thyme are easy to spot in the mixture of spices. Thankfully almost all meat of a dragon is usable in this way. The meal grants a creature immunity to fire damage for the next 24 hours.
Venison Pot Roast: Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast).
Legendary Recipes
Dark Molasses Nutbread: Restore 10d4+20 hit points.
Meals End: Recover a level 3 spell slot on a short rest within the next four hours.
Tethyrian Tarrasque au Vin: Very little of a tarrasque is edible. and harvesting these prime cuts requires a legendary-tier magic weapon. The ancient Tethyrian recipe is found on an ancient scroll that was lost long ago. The recipe takes one week of prep work and one day of cooking. Bating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week. You also do not need to eat food for an entire year after eating the meal, as the tarrasque’s hyper-dense flesh takes so long to digest. DC 22. Price: 10,000g plus a freshly slain Tarrasque and the lost recipe.
Yawning Portal Biscuits: Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Common Recipe Table
Recipe
Rarity
Cook Time
Description
Bangers and Smash
Common
One Hours
Increase AC by one while wearing light or no armor for the next hour
Castle Amber Onion Soup
Common
One Hour
Gain advantage on saving throws against poison for the next hour
Dwarven Hardtack
Common
Two Hours
Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven Marruth
Common
One Hour
Add +1 to your initiative for the next hour
Elven Waybread
Common
One Hour
One loaf provides sufficient food tor a month for one person
Garlic Bread
Common
Ten Minutes
Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Miner’s Pie
Common
One Hour
Gain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate Macaron
Common
One Hour
A creature that eats one of these regains 1d4+1 hit points
Neverwinter Coffee
Common
One Hour
Gain advantage on your next initiative within the next four hours
Pumpkin Spiced Spider Legs
Common
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Traveler’s Stew
Common
One Hour
Gain Temporary hit points equal to your proficiency bonus for an hour
Uncommon Recipe Table
Recipe
Rarity
Cook Time
Description
Aboleth Calamari with Dried Ooze
Uncommon
One Hour
Able to breath underwater for the next four hours
Amphail Braised Auroch
Uncommon
One Hour
Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple Bread
Uncommon
One Hour
Restore 2d4+2 hit points
Chultan Fruit Tart
Uncommon
One Hour
Grants advantage on DEX ability checks and saving throws for one hour.
Cockatrice Cordon Bleu
Uncommon
One Hour
A creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and Cabbage
Uncommon
One Hour
Change your eye color for the next eight hours
Drow Mushroom Steaks
Uncommon
One Hour
Add +2 to your initiative for the next hour
Elven Bread
Uncommon
One Hour
Move speed is increased by 5 feet for the next four hours
Gingerbread Man
Uncommon
One Hour
Your next short rest only takes 30 minutes
Iron Rations
Uncommon
One Hour
Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur Noodles
Uncommon
One Hour
Temporarily Raise your max hit points equal to your proficiency bonus for one hour
Moonshae Seafood Rice
Uncommon
One Hour
Add +2 to perception checks for the next hour
Myconid Foot Stew
Uncommon
One Hour
It grants a creature resistance to necrotic damage for one hour
Nelanther Fish Pie
Uncommon
One Hour
Grants advantage on INT ability checks and saving throws for one hour
Orange Mountain Duck
Uncommon
One Hour
Change your hair color for the next eight hours
Plate of Gold
Uncommon
One Hour
Change your skin color for the next eight hours
Pommes Vrock
Uncommon
One Hour
The meal grants a creature resistance to poison damage for the next eight hours
Quith-Pa
Uncommon
One Hour
You can remove one level of exhaustion immediately
Tavern Steak
Uncommon
One Hour
Gain advantage on constitution saving throws for the next hour (Does not include concentration checks)
Rare Recipe Table
Recipe
Rarity
Cook Time
Description
Barbecued Nalfeshnee Shoulder
Rare
One Hour
A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Boiled Devil Tongue
Rare
One Hour
You gain a +2 bonus to Charisma (Deception) checks for four hours.
Cherrybread
Rare
One Hour
Gain Darkvision for two hours
Chicken Shrieker Marsala
Rare
One Hour
A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chuul Claw with Bay Seasoning
Rare
One Hour
Grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Dragon Salmon
Rare
One Hour
Recover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle Soup
Rare
One Hour
The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Faerie Dragon and Starfruit Teriyaki
Rare
Two Hours
A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy Egg
Rare
One Month
A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild Eggs
Rare
Two Hours
You can remove two levels of exhaustion immediately
Fried Brain Curry
Rare
One Hour
A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Gelatinous Cube Aspic
Rare
One Hour
After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice Cream
Rare
One Hour
The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Green Slaad and Salad Greens
Rare
One Hour
The meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Honey-Glazed Rothe Ribs
Rare
Three Hours
Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Maple-Glazed Mandrake
Rare
One Hour
The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Mimic Fritters
Rare
One Hour
Grants advantage on WIS ability checks and saving throws for one hour
Neverwinter Berry Mille-Feuille
Rare
Four Hours
Restore 4d4+4 hit points
Purple Worm Cutlet
Rare
One Hour
A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Scorpion Crostini Tapenade
Rare
One Hour
The eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood Bouillabaisse
Rare
One Hour
Gain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey Baklava
Rare
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc Wings
Rare
Four Hours
Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll Ribs
Rare
Four Hours
A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Three-Pepper Hellhound Chili
Rare
One Hour
A serving of the chili acts as a Potion of Fire Breath
Treant-Smoked Unicorn Sirloin
Rare
Two Hours
A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied Apples
Rare
One Hour
Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Wood Elf Forest Salad
Rare
One Hour
Move speed is increased by 10 feet for an hour
Worg Steak with Grilled Muskmelon
Rare
One Hour
The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yeti Tartare
Rare
One Hour
A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage
Very Rare Recipe Table
Recipe
Rarity
Cook Time
Description
Beholder Bourguignon
Very rare
Four Hours
A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Greenspear Bundles in Bacon
Very Rare
One Hour
Gain Darkvision for eight hours
Hand Pies
Very Rare
Six Hours
Restore 8d4+8 hit points
Heroes’ Feast
Very Rare
Eight Hours
You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest Puree
Very Rare
Four Hours
Regrow small appendage or teeth if consumed every day for a week
Knucklehead Trout
Very Rare
Three Hours
Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Otiks Skillet
Very Rare
One Hour
Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Poached Basilisk Egg in Nothic Broth
Very rare
One Hour
The meal grants a creature with the benefits of a True Seeing spell for one hour.
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Red Dragon Tenderloin
Very Rare
Four Hours
The meal grants a creature immunity to fire damage for the next 24 hours
Venison Pot Roast
Very Rare
Six Hours
Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)
Legendary Recipe Table
Recipe
Rarity
Cook Time
Description
Dark Molasses Nutbread
Legendary
Eight Hours
Restore 10d4+20 hit points
Meals End
Legendary
One Hour
Recover a level 3 spell slot on a short rest within the next four hours
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Tethyrian Tarrasque au Vin
Legendary
One Day
Eating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Yawning Portal Biscuits
Legendary
Four Hours
Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Example Items: Awl, Closing Block, Gouge, Hammer, Last, Latchet, Paring Knife, Needle and Thread
Crafting Restrictions: None
Mundane Item Crafting: Footwear for common, costume, fine, and travelers clothing.
Magic Item Crafting: Small but relevant list of magical footwear.
Artwork Creation: Can create valuable footwear that sells quickly due to high demand.
QA Artwork Bonus: Selling Products takes half as many days to find a buyer.
Structure Building: N/A
Adventuring Utility: Able to mend the party’s footwear, which depending on the DM could confer a benefit.
Default Blueprints
To cobble is to cobble and a shoemaker is always welcome in the world of the barefoot. They can make the following:
Common footwear (shows, sandals, boots)
Skill Usage
Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
Cobbler’s Tools Basic Use Difficulty Table
Activity
DC
Determine a shoe’s age and origin
10
Find a hidden compartment in a boot heel
15
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.
Crafting Restrictions: Must follow rules detailed in the “Creating Detailed Maps” section.
Mundane Item Crafting: None
Magic Item Crafting: None
Artwork Creation: Can create high quality maps that can be modified and sold as artwork.
QA Artwork Bonus: None
Structure Building: None
Adventuring Utility: Cannot get lost in a mapped area and can be granted additional bonuses whilst navigating a mapped area.
Default Recipes
Cartographers are a particular breed. Either they are holed up in a small room copying maps or combining them or wandering the world putting together something fantastic. They can make the following:
Accurate maps
Skill Usage
Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature: Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activities.
Cartographer’s Tools Basic Skill Use Difficulty Table
Activity
DC
Determine a map’s age and origin
10
Estimate direction and distance to a landmark
15
Discern that a map is fake
15
Fill in a missing part of a map
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.
Mundane Item Crafting: Shields, Laminar Armor (wooden ring mail), Bucket, Chest, Ladder, Portable Ram, and Vehicles.
Magic Item Crafting: None
Artwork Creation: Can create high quality furnishings such as tables and desks.
QA Artwork Bonus: Time to find a buyer is cut in half.
Structure Building: One of the core toolkits used when creating structures.
Adventuring Utility: Can be granted bonuses when interacting with objects created via carpentry.
Default Blueprints
Coming out of carpentry school gives each graduate with a set of skills that are widely useful. They can make the following items:
Shields
Laminar armor
Buckets
Chests
Ladders
Portable rams
Vehicles (carts)
Common tools
Skill Usage
History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.
Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
Carpenter’s Tools Basic Skill Use Difficulty Table
Activity
DC
Build a simple wooden structure
10
Design a complex wooden structure
15
Find a weak point in a wooden wall
15
Pry apart a door
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.
Example Items: Parchment Paper, Ink, Quills, Ruler, Paintbrush
Crafting Restrictions: N/A
Mundane Item Crafting: Books
Magic Item Crafting: Manuscripts, Tomes, and Scrolls
Artwork Creation: Can create beautiful handwriting that can be used in tandem with virtually any other toolkit.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session.
Structure Building: N/A
Adventuring Utility: Any written document you create has a more profound impact than it otherwise would.
Default Blueprints
Calligraphy is a skill that requires a masterful penmanship and a calm hand. They can create the following items:
Books
Scrolls (non-magical)
Common written works
Skill Usage
Arcana: Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.
Calligrapher’s Supplies Basic Skill Use Difficulty Table
Activity
DC
Identify writer of nonmagical script
10
Determine writer’s state of mind
15
Spot forged text
15
Forge a signature
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.
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
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