Witherbloom Brews
The following list describes Witherbloom Brew recipes which can be selected by characters that have the Witherbloom Brew feature or the Witherbloom Brewer feat.
Beverages
Some Witherbloom Brews take the form of beverages and affect any creature that drinks them. Generally a creature would deliberately drink such a brew to gain its benefits, but a creature might consume a brew not knowing what it does, or might be tricked into drinking it. In such a case, an unwilling creature gains a saving throw to resist the effects.
Witherbloom Brew | Effects |
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Accelerating | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. For a duration of 1d4 hours, the recipient's walking speed increases by 10 feet, their jumping distance is doubled, they gain advantage on Dexterity ability checks (including initiative rolls) and saving throws, and they can Dash as a bonus action. When the effect ends, the creature takes 1d4 levels of exhaustion unless they succeed on a Constitution saving throw. |
Clarifying | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. For a duration of 1d4 hours, the recipient is immune to the blinded, charmed, deafened, and frightened conditions. If the recipient is already suffering from any of those conditions when they consume this brew, those conditions are ended. |
Napping | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. The creature falls into a deep magical slumber for 1 hour, unless awoken by taking damage or being slapped awake. If the creature sleeps the full hour they gain the benefits of a long rest. This brew has no effect on creatures that are immune to magical sleep or that have used a Napping brew within the last 36 hours. |
Perceiving | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. For a duration of 1d4 minutes, the creature gains blindsight, tremorsense, and truesight, each with a range of 120 feet. |
Surviving | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. For a duration of 1d4 hours, if the creature is subjected to an effect that would kill them instantaneously without dealing damage, that effect is instead negated against the creature. Alternately, the first time the creature would drop to 0 hit points as a result of taking damage, the creature drops to 1 hit point instead. Either outcome ends the effect immediately. This brew does not work on undead or constructs. |
Vitalizing | As an action or bonus action during their turn, a creature can expend this brew by drinking it. An unwilling creature can succeed on a Constitution saving throw to resist the effect. The creature regains 1d4 hit points immediately and regains 1d4 hit point at the start of each of their turns for 1d4 minutes. This brew does not work on undead or constructs. |
Grenades
Some Witherbloom Brews take the form of grenades which explode in a puff of dust or smoke when thrown and affect any creature within a radius of the point of impact.
Witherbloom Brew | Effects |
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Confounding | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud of dust on impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. All creatures within 5 feet of the point of impact must succeed on a Constitution saving throw or suffer mental confusion and become incapacitated. Each affected creature may attempt another saving throw at the end of each of their turns, with success ending the effect on themselves. |
Coughing | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud with a 5-foot radius from the point of impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. The area of the cloud is lightly obscured, and all creatures that need to breathe who start their turn within the cloud must succeed on a Constitution saving throw or suffer a level of exhaustion, and be overcome by an intense coughing fit until the start of their next turn that prevents verbal interactions including the casting of spells with a verbal component. The cloud persists until the end of the current round plus 1d4 additional rounds, but can be dispersed by strong wind, ending the effect. |
Enfeebling | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud of dust on impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. All creatures within 5 feet of the point of impact must succeed on a Constitution saving throw or become cursed. While suffering from this curse, a creature has disadvantage on all Strength and Dexterity based attacks, ability checks, and saving throws. Each affected creature may attempt another saving throw at the end of each of their turns, with success ending the curse upon themselves. The curse can also be removed from a creature by spells such as Remove Curse or Greater Restoration, and similar effects. |
Invigorating | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud of dust on impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. All creatures within 5 feet of the point of impact regain a number of hit points equal to 1d4 + your proficiency bonus, and gain a number of temporary hit points equal to your total character level. |
Lethening | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud of dust on impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. All creatures within 5 feet of the point of impact must succeed on a Constitution saving throw or suffer the stunned condition until the end of their next turn. Additionally, after the stunned condition is removed the affected creatures will have no memory of the previous 1d4 minutes. |
Poxing | As an action or bonus action during their turn, a creature can expend this brew to throw it as a grenade that explodes into a cloud of dust on impact, with a range equal to the thrower's Strength bonus (minimum 1) x 15 feet. All creatures within 5 feet of the point of impact must succeed on a Constitution saving throw or become diseased. While suffering from this disease, creatures break out in an unsightly pox and have disadvantage on all Charisma based ability checks except Intimidation, and Charisma saving throws. Each affected creature may attempt another saving throw after completing a long rest, with success ending the disease upon themselves. The disease can also be removed from a creature by spells such as Lesser Restoration, and similar effects. |
Topical Treatments
Some Witherbloom Brews take the form of creams, lotions, salves, ointments, unguents, aerosol sprays, or some other topical treatment. A creature may apply these treatments to themselves or to a willing adjacent creature, who gains the benefit of the brew.
Witherbloom Brew | Effects |
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Curing | A creature can use both hands and spend their bonus action and action to expend this brew by applying it to themselves or to another adjacent creature as an ointment. The recipient may spend any number of their available Hit Dice to remove from themselves in any combination an equal number of levels of exhausion, diseases, or the following conditions: blinded, deafened, paralyzed, petrified, or poisoned. The recipient may also spend one of their available Hit Dice to regain hit points equal to the rolled result plus your proficiency bonus. |
Enamoring | A creature can use both hands and spend their bonus action and action to expend this brew by applying it to themselves or to an adjacent creature as a perfume. For the next 1d4 hours, the disposition of creatures that share a creature type with the recipient are improved towards them by one step, from Hostile to Indifferent and from Indifferent to Friendly. Additionally, the recipient gains advantage on Charisma (Persuasion) checks against creatures they share a creature type with that were already Friendly to them. This brew does not work on undead or constructs. |
Warding | A creature can use both hands and spend their bonus action and action to expend this brew by applying it to themselves or to an adjacent creature as a lotion. When you make this brew, you must choose a specific damage type. The creature that this brew is applied to gains immunity to that damage type for a duration of 1d4 hours. If that creature is already benefiting from a Warding brew and gains the benefit of another one, the effect of the earlier Warding brew ends. |
Weapon Oils
Some Witherbloom Brews take the form of an oily substance which is applied to a weapon or a clutch of ammunition (usually prior to combat). A weapon treated with one of these brews inflicts some ill effect upon a creature hit by the weapon, in addition to the normal damage of the weapon strike.
Witherbloom Brew | Effects |
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Festering | A creature with this brew can expend it by spending 1 minute and using both hands to coat a melee weapon or up to 10 pieces of ammunition in their possession with the brew. Once applied, the brew remains potent for 1d4 hours.
The first time per turn a creature is hit by a coated weapon or piece of ammunition, they take damage as normal plus 1d4 necrotic damage, and must succeed on a Constitution saving throw. Creatures that are resistant to necrotic damage have advantage on this saving throw, and creatures that are immune to necrotic damage automatically succeed. Creatures that fail their saving throw become diseased.
While suffering from this disease, a creature cannot recover hit points and takes 1d4 necrotic damage at the start of each of their turns. A diseased creature may attempt another saving throw at the end of each of their turns, with success removing the disease from themselves. The disease can also be removed by spells such as Lesser Restoration, and similar effects. |
Poisoning | A creature with this brew can expend it by spending 1 minute and using both hands to coat a melee weapon or up to 10 pieces of ammunition in their possession with the brew. Once applied, the brew remains potent for 1d4 hours.
The first time per turn a creature is hit by a coated weapon or piece of ammunition, they take damage as normal plus 1d4 posion damage, and must succeed on a Constitution saving throw. Creatures that are resistant to poison damage have advantage on this saving throw, and creatures that are immune to poison damage automatically succeed. Creatures that fail their saving throw gain the poisoned condition.
A creature poisoned by this effect suffers 1d4 poison damage at the start of their turn and has their speed halved. A poisoned creature may attempt another saving throw at the end of each of their turns, with success ending the effect on themselves. The poison can also be removed by spells such as Protection from Poison or Lesser Restoration, and similar effects. |
Toxifying | A creature with this brew can expend it by spending 1 minute and using both hands to coat a melee weapon or up to 10 pieces of ammunition in their possession with the brew. Once applied, the brew remains potent for 1d4 hours.
The first time per turn a creature is hit by a coated weapon or piece of ammunition, they take damage as normal plus 1d4 acid damage, and must succeed on a Constitution saving throw. Creatures that are resistant to acid damage have advantage on this saving throw, and creatures that are immune to acid damage automatically succeed. Creatures that fail their saving throw gain the paralyzed condition.
At the end of each of their turns a creature paralyzed by this effect may attempt another saving throw, with success ending this effect on themselves. The paralysis can also be removed by spells such as Lesser Restoration, and similar effects. |