Tempest Brews

## **Tier 1**

Tier one formulas are unlocked from the start. You can make them without any additional cost with your alchemist supplies, but every week you must spend 2 gold pieces (called Double Griffons in the Anderfels) to restock yourself, or you will have one fewer brew point during long rests that week. This will continue every week you do not restock.

### **Flask of Frost**

(Coating)

Duration: 1 minute

A flask of alchemical frost, used by pouring it on one’s clothes. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. Once the temporary hit points are gone, this coating ends.

This is increased to 10 temporary hit points and 10 points of cold damage at 5th level, 20 temporary hit points and 20 cold damage at 11th level, and 40 temporary hit points and 40 cold damage at 17th level.

### **Flask of Fire**

(Coating)

Duration: 1 min

A flask of alchemical flames, used by pouring it on one’s clothes. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Brew’s duration. The flames don’t harm you. Until the coating ends, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. If a creature attacks you with a melee attack, it must pass a Constitution saving throw or be set alight. If the creature is set alight, it takes 1d6 fire damage at the start of each of its subsequent turns. It can repeat the saving throw on its subsequent turns to end the effect. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Damage from failing the Constitution save likewise increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

### **Flask of Lightning**

(Coating)

Duration: 1 min

A flask of chemicals with potent electrical energy. When used, sparks run across your body, and audible crackling fills the air within 20 ft. The sparks don’t harm you. Until the coating ends, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d4 lightning damage and must make a Dexterity saving throw. On a failure, that creature is paralyzed for 1 turn or until you move more than 10 ft. away. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

### **Acid Grenade**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A flask of highly corrosive acid. Every creature in a 5 ft. range must succeed on a Dexterity saving throw or take 2d6 acid damage. It takes half as much damage on a successful throw. On a failed save, the creatures also take 1d6 acid damage at the start of their next three turns. Each turn they can make a Constitution save to end this effect.

This grenade’s damage increases to 3d6 when you reach 5th level, 4d6 when you reach 11th level, and 5d6 when you reach 17th level. The next turn damage also increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

### **Heavy Acid**

(Grenade)

\*heavy (can be thrown half as far as standard grenades)

A flask containing extremely corrosive acid. Every creature in a 5 ft. range must succeed on a Constitution saving throw or take 2d12 poison damage. It takes half as much damage on a successful throw.

This grenade's damage increases by 1d12 when you reach 5th level (3d12), 11th level (4d12), and 17th level (5d12).

## **Tier 2** (Unlocked at level 5)

Tier 2 creations require some unusual ingredients that may be harder for the Tempest to replace. One gold piece must be spent for each Tier 2 creation.

### **Sundered Sea Special**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A flask of a chilling substance.  Each creature within range (5 ft.), must make a Constitution saving throw. On a failed save, the target takes 2d8 cold damage. It takes half as much damage on a successful save. On a failed save, the creatures also take 1d6 cold damage at the start of their next three turns. Each turn they can repeat the save to end this effect.

The grenade’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). The next turn damage also increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

### **Small Sun**

(Grenade)

Duration: dependant. (Enough Chemicals to last 30 min. Must be shaken every 5 min.)

A flask of chemicals that produces an incredibly bright light when shaken vigorously. Sheds bright light in a 30 ft radius and dim light 30 ft beyond that. Must be shaken occasionally to maintain its luminescence. Can be thrown for 1d8 fire damage, but its damage is reduced by 1 for every five minutes it was used for light.

### **Liquid Boom**

(Grenade)

\*heavy (can be thrown half as far as standard grenades)

A flask of chemicals with a violent electrical reaction. Creates a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range (5 ft.) must succeed on a Constitution saving throw or take 2d6 thunder damage and become deafened. They take half as much damage on a successful throw and do not become deafened.

The grenade’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

### **Grease Bomb**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A flask filled with slimy grease. Upon being thrown, slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

### **Antivan Poetry**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A concentrated and streamlined formula of the Antivan Fire grenade. If thrown,  every enemy in a 5 ft range must make a Dexterity saving throw.  They take 2d10 fire damage on a failed save, or half as much damage on a successful one. If they failed the save, the creatures are set alight and take 1d6 fire damage at the start of their next three turns. Each turn they can make a Constitution save to end this effect. Another creature can use its action to put out the flames.

The grenade’s damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). The next turn damage also increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

### **Vial of Sickness**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A flask filled with noxious substances. Once thrown, targets in a 5 ft. range take 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned for the next three turns.

The grenade’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

### **Bottled Decay**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

A flask of chemicals that quickly burn through living flesh. Upon impact, enemies in a 5 ft radius must make a Constitution save. They take 2d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creatures also take 1d6 necrotic damage at the start of their next three turns. Each turn they can repeat the save to end this effect.

The grenade’s damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). The next turn damage also increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

## **Tier 3**  (unlocked at level 11)

Tier 3 creations require specialized ingredients not found in standard alchemy supplies. 3 gold pieces must be spent for each tier 3 creation.

### **Liquid Metal**

(Coating)

Duration: 1 min

A flask of chemicals that become extremely rigid when exposed to air. You gain resistance to bludgeoning, slashing, and piercing damage from non magical sources. Your movement speed is reduced by 10.

### **Antidote**

(Potion)

A flask containing the closest thing to a panacea that alchemy can manage. Cures all but the most virulent poisons.

### **Drowsy**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

Duration: 1 min

A flask filled with narcoleptic chemicals. On a hit, the target falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Does not affect beings who do not sleep (undead, spirits, etc.)

### **Draught of Living Death**

(Potion)

Duration: 1 hour

A potion that puts its drinker into a cataleptic state that is indistinguishable from death.

For the potion’s duration the target appears dead to all outward inspection. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when it drinks the potion, or becomes diseased or poisoned while under the potion’s effect, the disease and poison have no effect until the potion ends.

### **Black Lotus**

(Potion)

Duration: 1 min

A concoction of chemicals that grants resistance to certain elemental damage. The damage type must be selected when it is brewed. Choose between fire, lightning, cold, acid, poison, or necrotic. If the drinker has vulnerability to that damage type, this potion instead cancels that vulnerability for the duration.

### **Reflex**

(Coating)

Duration: 1 min

A flask of what feels like pure, distilled adrenaline. Until the coating ends, your speed is doubled, you have +1 to AC, you gain advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the coating ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.

### **Maker’s Light**

(Grenade)

\*lightweight (can be thrown twice as far as standard grenades).

Duration: 1 min

A flask of chemicals that produce a blinding flash. Every creature in a 5 ft range must make a Dexterity saving throw or be blinded for 1 min.

## **Tier 4** (Unlocked at level 17)

With such powerful effects, tier 4 creations require exotic and often dangerous ingredients. 10 gold pieces must be spent for each creation.

### **Dumat’s Wrath**

(grenade)

\*heavy (can be thrown half as far as standard grenades).

An ancient Tevinter recipe. Every creature within 5 ft. must make a Dexterity saving throw or take 7d10 necrotic damage and 7d10 fire damage. On a successful save, they take half as much. Due to the complexity of this Brew, only one can be made per long rest.

### **Dalish Ghosts**

(grenade)

\*heavy (can be thrown half as far as standard grenades).

No one knows where this recipe comes from, but it has been tinkered with by many Tempests since the fall of the Dales. Every creature within 5 ft. Must make a Constitution saving throw or take 6d10 cold damage and 8d10 Poison damage. On a successful save, they take half as much. Due to the complexity of this Brew, only one can be made per long rest.

### **Pseudo-Gaatlok**

(Grenade)

\*heavy (can be thrown half as far as standard grenades).

Tempests and Alchemists have been trying for centuries to recreate the Qunari blackpowder. They haven’t quite managed it, but the experimentation has had occasional impressive results. Every creature within 5 ft. Must make a Constitution saving throw or take 10d12 thunder damage. On a successful save, they take half as much. Due to the complexity of this Brew, only one can be made per long rest.

### **Andraste’s Knickers**

(Coating)

Duration: 1 min.

Requires Lyrium to create, in addition to Brew Points.

Despite the blasphemously playful name, this brew’s power is among the most potent alchemy can create. Magical in nature, its origins are a mystery. Until the coating ends, you get advantage on all saving throws made against spells, resistance to all damage dealt by spells, and enemies who start their turn within 10 ft. of you take 10 radiant damage. Due to the complexity of this Brew, only one can be made per long rest