Halloobabrew Crafter
General Feat · Level 1+ · Prerequisite: Requires a Wisdom score of 13 or higher
Description
You have mastered the unpredictable art of crafting "Halloobabrew" — a spontaneous, organic concoction brewed from whatever nature (or your pockets) provides. You can craft these brews quickly in moments of crisis or downtime, but their effects are... wildly variable.
Benefits:
- You can use your action in combat or 10 minutes during downtime to create one dose of Halloobabrew, using whatever is at hand. You can have only one unconsumed Halloobabrew at a time; brewing a new one causes any old ones to lose potency and become inert.
- When a creature drinks a Halloobabrew (either you or a willing creature you convince), roll a d8 to determine the outcome. The roll is made only when the brew is consumed, not when it is created. Once offered and accepted, the target must drink it.
- Halfling Luck does not apply to this roll, and the result must be accepted as-is.
- The DC for any required saving throw is 8 + your proficiency bonus + your Wisdom modifier.
Halloobabrew Effects Table
| d8 | Effect |
|---|---|
| 1 | The brew is brackish and foul. The drinker takes 1 damage and must succeed on a Constitution saving throw or be poisoned for 1 hour. |
| 2 | The brew is full of sediment and slime. No damage is taken, but it has no beneficial effect. |
| 3 | Surprisingly palatable, but no effect. It’s just a tasty drink. |
| 4 | The drinker regains 1 hit point. |
| 5 | The drinker regains 2 hit points. |
| 6 | The drinker regains 4 hit points. |
| 7 | The drinker regains 2d4 + 4 hit points. |
| 8 | The brew is sublime. The drinker is restored to full HP, all conditions (except prone) are removed, and they gain Inspiration. |
Additional Notes:
- Halloobabrew cannot be bottled or stored for later use. Its magic relies on the immediate improvisation of the brewer.,
- You may only use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest.,
- At DM discretion, this feature may impress, confuse, or horrify onlookers, giving you advantage or disadvantage on certain Charisma checks depending on how your use of it is perceived.