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Brewing

Brewing is the art of producing beer with your downtime. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting a beer takes weeks of fermentation but only a few hours of work.

Requirements

Brewer's Supplies and proficiency in them.

Resources

To craft a beer requires 3 days of downtime which are spent over the course of a week checking and maintaining the process and finally sealing and storing it.
You'll also need to purchase an amount of materials for the brew equal to half the selling cost.

Resolution

First choose a type of brew you'd like to make from the list of beers. Then make a Intelligence or Wisdom (Brewer's Tools) check against the difficulty check. If you fail the DC the beer becomes a Dud Brew. You can either keep the batch or sell it for the listed amount (half that amount if you used some already). You may only store one batch of beer at a time. To make more you must consume or sell your current batch. If you keep the beer you may use it and its effect during quests as a prequest action. Once you have done this two times the batch will be depleted.

DCItemBrewing Cost
0Dud Brew50gp
5Druidcraft Beer70gp
7The Good Stuff100gp
8Glowglass80gp
9The Secret Ingredient60gp
10Clockwhistle's Surprise120gp
12Milligun's Deep Stout120gp
15Dragon's Breath200gp

Prequest Action

It's sometimes good to take one for the road. You can package up enough beer to liven up a short rest during your quest. Once per quest you can uncork the beer you have stored and share it. At the end of the short rest, you and your companions gain a temporary buff until the end of your next rest. The effect differs depending on the type of beer.

Beer Effects


Each beer has a different effect on you and your allies at the end of a short rest.

Dud Brew

You didn't create something amazing but it's still beer. Allies gain a number of temporary hit points at the end of the rest equal to your tool proficiency bonus.

Druidcraft Beer

Your beer creates a harmless sensory effect that seems to follow you around after you drink it. Effects such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The brewer chooses what the effect upon creation. The effect lasts for 1 hour or until the drinker chooses to end it.

The Good Stuff

A basic tasty beer. Allies gain temporary hp equal to half your level (rounded up) plus your skill proficiency bonus.

Glowglass

A gnomish grew made from glowing mushrooms. Players who drink this shed light like a candle for 1d4 hours.

The Secret Ingredient

You create a nasty concoction with a nasty secret ingredient that doesn't actually taste half bad. Once drunk, anyone who knows the ingredients of the beer can use their action to inform the others of the ingredients. Anyone who heard this may use their reaction to cast Acid Splash with a range of 10 ft (the character expels the drink). Each ally may only do this once and only after hearing the ingredients. "He put WHAT in that beer?!".

Clockwhistle's Surprise

An okay tasting drink that is popular purely for the fun of it. The imbiber may choose to roll on Wild Magic table upon failing an attack roll or receiving damage, rerolling for effects that directly harm any creature or player. The DM can also decide what happens. The effect can not be affected by features granted to Wild Magic Sorcerers.

Milligun's Deep Stout

A dark dwarven ale. Grants advantage on saving throws against the fear effect for 1d4 hours.

Dragon's Breath

You create a beverage with a distinct flavour. Each ally that drinks the beer gains a single-use breath attack that must be used before the next rest. You can choose one of the following "flavours" for your beer: Acid, Lightning, Poison, Fire, or Cold.
As an action, the ally can use the breath attack. Each creature within a 10 ft cone must make a DEX saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. The ally also gets a second taste of the beer.
The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. This effect goes away after either a short, or long rest.


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