You have studied the craft of brewing intensely, and have learned the art to craft a variety of artisan brews. You gain the following benefits:
- Your Constitution or Wisdom score increases by 1, to a maximum of 20.
- You gain proficiency with the Brewers Supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- You can choose to succeed any saving throw inflicted by your own brews and can accurately identify any alcoholic beverage by taste, provided you have tasted it at least once before.
Lastly, during a long rest, you can brew an artisan beverage to be enjoyed by yourself and others when the time is right, provided you have suitable components, Brewer’s Supplies, and enough resealable containers to store the brew within. This brew can fill 4 tankards.
If you choose to do so you must select a brew that you will attempt to create then roll a d20 + your Brewer’s Supplies bonus. You must make this roll three times. On a success the brew is successfully created and will fill up to 4 tankards while each subsequent success increases the brew’s effectiveness. This brew retains potency for 24 hours, and is not identifiable as anything but ordinary alcohol except by a creature with this feat. Any saving throw that is forced from a brew you make has a DC of 12 + your Proficiency bonus. Artisan brews that you are able to create are listed below.
DC 8 – Hearty Brew
As an action, a creature can drink this brew and heal 1d4 + half your Character Level in hit points.
On each subsequent Success: The amount of hit points healed is increased by 1d4.
DC 10 – Heavy Brew
As an action, a creature can drink this brew and make a Constitution saving throw or fall asleep, as if by the Sleep spell. A creature can willingly fail this saving throw if desired.
On each subsequent Success: The DC for the saving throw inflicted by this brew is increased by 2.
DC 14 – Fortified Brew
As an action, a creature can drink this brew and decrease all damage they take by 1. This effect lasts for 1 minute.
On each subsequent Success: The amount of bonus damage is increased by 1.
DC 16 – Invigorating Brew
As an action, a creature can drink this brew to recover up to 2 levels of spell slots.
On each subsequent Success: The of levels of spell slots recovered is increased by 1.
DC 18 – Stiff Brew
As an action, a creature can drink this brew and make a Constitution saving throw or become paralyzed. If the creature takes damage or 1 hour passes this effect ends. A creature can willingly fail this saving throw if desired.
On each subsequent Success: The DC for the saving throw inflicted by this brew is increased by 2.
DC 21 – Strengthening Brew
As an action, a creature can drink this brew, and increase all damage done with strength based weapon attack rolls by 1. This effect lasts for 1 minute.
On each subsequent Success: The amount of bonus damage is increased by 1.
DC 23 – Deadly Brew
As an action, a creature can drink this brew and make a Constitution saving throw or become diseased. A creature can willingly fail this saving throw if desired. While diseased in this way the creature can not recover hit points and it’s maximum hit points are reduced by 3d6, and an additional 3d6 every 24 hours. Maximum hit points lost this way recover on a long rest, but only if the creature is no longer diseased.
On each subsequent Success: The DC for the saving throw inflicted by this brew is increased by 2.
DC 25 – Heroic Brew
As an action, a creature can drink this brew and gain 2d8 + your Character Level in temporary hit points. These temporary hit points last for 1 minute, or until they are all lost.
On each subsequent Success: The amount of temporary hit points gained is increased by 1d8.