[Tools] Weapon - Brewsome Masher
🕑 Added 2022-10-17 14:00:08 +0000 UTCI'm not sure if spun centrifuges are a thing but this was a great opportunity to design a flail (not a commonly chosen weapon). Brewing isn't limited to alcohol, of course, so I wanted to also showcase some alternative uses of the brew.
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Chain-spun extractors typically find usage solely among master artisans as their unwieldy designs tend to discourage amateur brewers from the art. Such extractors greatly accelerate the separation process so traveling brewers can be on their way. This one in particular is forged from steel sturdy enough to be weaponized.
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Brewsome Masher
Weapon (flail), rare (requires attunement by a character proficient with brewer's supplies)
You can use this flail as brewer's supplies for separating solids and liquids. While attuned, you also double your proficiency bonus to ability checks made using brewer's supplies. Creatures unaware of the flail's properties initially perceive it as a simple tool and can use an action to recognize its true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check.
Tipsy Flail. You have a +1 bonus to attack and damage rolls made with this magic weapon. Once on each of your turns, when you score a critical hit with this weapon, you can make one additional attack with it as part of the attack.
Infused Brew. When you finish a long rest, you can magically brew an infusion using brewer's supplies and store it the flail. The infusion lasts until you use a bonus action to consume it or feed it to a willing creature within 5 feet of you, or brew another infusion. When you brew an infusion, choose from the following options:
- Alcohol. creature that consumes this infusion becomes bolder for 1 minute. For the duration, it has advantage on Strength checks and saving throws made to avoid or end the frightened condition.
- Coffee. A creature that consumes this infusion becomes sharper for 1 minute. For the duration, it has advantage on Intelligence saving throws as well as saves against being put to sleep.
- Nectar. A creature that consumes this infusion regains 1d8 hit points.
- Soda. A creature that consumes this infusion becomes faster for 1 minute. For the duration, it has advantage on Dexterity checks and its walking speed increases by 5 feet.