Torumund Chunderbucket's Finest Brews

Of all the dwarven brewmasters, none can compete with Tormund Chunderbucket. A master of the craft, Tormund has studied distilling all kinds of alcoholic drinks for 200 years. Each of his drinks is unique and can bestow upon the drinker an almost magical power.

Each of Tormund's drinks are handcrafted with tender love and care. Unlike most dwarves, Tormund does not limit himself to just ale. On the contrary, he concocts a variety of many different drinks, from vodka to whiskey, each with their own almost magical effect. If you're lucky, and you ask nicely, you may just get to try one of these amazing drinks yourself.

Rules of Drinking

Drinking a Brew

Over the course of a month, Tormund can make up to 5 gallons of alcohol, or as he calls it, "an average dwarven breakfast." Given a sufficient work environment, he can make multiple brews at once.

In order to gain the effects of the concoction, the drinker must drink at least 1 pint of alcohol and they must chug it, as anything less is "for fucking pansies" (Tormund's words). Upon drinking, the drinker gains a level of drunkenness (desribed below) and must make a Constitution saving throw or gain a condition determined by the amount of drinks consumed. Dwarves have advantage on this save as they have evolved to have two livers in order to drink more alcohol.

Regardless of whether the drinker passes the saving throw, the drink takes effect upon consumption. The effect of the drink lasts for 8 hours, after which the alcohol leaves the body and the drinker is considered sober (losing all levels of drunkeness). Some drinks give lasting effects while others give one-time use abilities. After this ability is used, the alcohol continues to remain in the body until the duration is up.

Drunkenness

Dwarven alcohol is strong stuff and even those with the hardiest of livers succumb to its intoxicating might. After drinking one of Tormund's brews, the drinker gains 1 level of drunkenness. The level of drunkeness increases depending on how much alcohol is consumed. In addition, the drinker must make a Constitution saving throw or take on a negative effect of being drunk. The DC is determined by the drunkenness level. Regardless of how many drinks one has, the duration of the brew does not change. Though getting drunk carries its risks, it does have its benefits. Consuming multiple drinks of the brew increases the effectiveness of it. There are three levels of drunkenness:

Tipsy. The drinker becomes tipsy after consuming 1 pint of alcohol. The drinker may trip over their words or their face may flush but they are still functional. The DC for this level is 12. If the drinker fails, they become poisoned for the duration of the brew.

Hammered. The drinker becomes hammered after consuming 2 pints. The drinker begins to slur their words and their movements can become erratic. The DC for this level is 15. If the drinker fails the saving throw, the user's speed is halved for the duration of the brew.

Shitfaced. The drinker becomes shitfaced after consuming 3 pints. The drinker's words become utter gibberish (and yet can strangely be understood by most people) and their decision-making abilities are reduced greatly. The DC for this level is 18. If the drinker fails, they fall unconscious for the duration of the brew.

Drinking any more alcohol after becoming shitfaced leads to the drinker blacking out. The drinker is unconcious for the remainder of the brew.

A level of drunkeness can be removed by a less restoration spell while a greater restoration completely cures drunkeness. Curing a level of drunkenness also removes the effect at that level. Drunkenness is also removed after 8 hours or by taking a long rest.

Mixing Drinks

Tormund takes his work incredibly seriously and believes each of his brews demands respect. Thus, Tormund thinks that mixing drinks is immensely disrespectful to the craft. If the drinker consumes a brew and then later drinks a different brew, the saving throw against drunkenness is made at disadvantage. The effects of the first drink dissapear and the new drink takes effect. To determine the level of drunkenness, add the drunkenness levels of all drinks consumed together. Regardless of the total drunkenness level, the level of effects is determined by how many pints of the second brew one has had.

For example, drinking one pint of Liquid Courage would give the user advantage on saves against fear and cause a save agaisnt drunkenness for tipsiness as usual. But if the drinker consumed one pint of Misty Mind, the save against drunkennss would be made at disadvantage, the effects of Liquid Courage would disappear, and the drinker would be considered hammered despite only gaining the tipsy effects of Misty Mind. Drinking more Misty Mind would give the user the Hammered effects despite them being considered Shitfaced.

If a user mixes two drinks together, the saving throw against drunkenness is made with disadvantage and the user gains the effect of one of the brews at random. Alternatively, the DM can use the Potion Miscibility Table in the Dungeon Master's Guide to determine the effects.

Tormund's Brews

Tormund is never content with his current skill level and is always seeking to improve his brewing abilities. To this end, Tormund goes against the grain of most other dwarves and brews a variety of different kinds of alcohol besides ale (though he does love his ale). Although Tormund has no magical abilities, each one of his brews acts almost like a potion, bestowing wondrous abilities to those who drink it.

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Each drink describes the abilities it grants to the drinker. By drinking more of the brew and gaining levels of drunkeness, the effects of the brew increase. Higer levels of drunkeness grant both that level's benefits as well as the benefits of the previous levels.

Some of the drink features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Brew Save DC = 8 + your proficiency modifier + your Constitution modifier

Liquid Courage

This fine ale gives the drinker courage to face life's challenges, unafraid of the consequences—even when they really should be.

Tipsy. The drinker gains advantage on saves against fear.

Hammered. The drinker becomes immune to fear.

Shitfaced. The drinker's natural courage radiates around him. The drinker is immune to fear and everyone in a 10 foot radius around him has advantage against fear effects.

This'll Put Hair on Your Chest

This whiskey numbs not only the mind but the body as well, increasing the body's pain tolerance.

Tipsy. The drinker gains the Goliath's Stone Endurance trait. This trait can be used once during the duration of the brew. If the drinker is a Goliath, they gain an additional use of the trait.

Hammered. The drinker gains the effect of the half-orc's Relentless Endurance racial trait. This trait can be used once during the duration of the brew. If the drinker is a half-orc, they gain an additional use of this trait.

Shitfaced. The drinker gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Firebrandy

Dwarven brandy is a potent thing—very potent. Anyone who drinks this brew must be careful around any open flames, lest they light their own breath aflame.

Tipsy. Once while under the influence of this brew, the drinker can use an action to exhale a jet of flame, provided they have a source of fire available. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.

Hammered. The damage of this breath attack increases to 4d6 fire damage on a failed save, or half as much on a successful one. If the breath attack was used before becoming hammered, it recharges.

Shitfaced. The damage of this breath attack increases to 6d6 fire damage on a failed save, or half as much on a successful one, and the radius of the cone increase to 30 feet. If the breath attack was used before becoming shitfaced, it recharges.


Silver Tongue

Dwarves are not typically known for their wines but Tormund is the exception. Though it is not his specialty, this Chardonnay is just as well crafted as his other brews. Alcohol can bring out one's inner social butterfly and Silver Tongue wine is no exception to this rule.

Tipsy. The drinker has advantage on all Charisma checks while under the influence.

Hammered. Once while under the influence, the drinker can cast charm person as a 1st level spell.

Shitfaced. Once while under the influence, the drinker can cast suggestion as a 2nd level spell.

Paint Melter

This rum can be smelled from across the room. While the rank breath it causes probably won't get you any attention from the opposite sex (or at the very least, any positive attention), the halitosis it causes can be weaponized.

Tipsy. The drinker gains the use of the poison spray cantrip while under the influence.

Hammered. Once while under the influence, the drinker can cast stinking cloud as a 3rd level spell.

Shitfaced. Once while under the influence, the drinker can cast cloudkill as a 5th level spell.

Misty Mind

All alcohol clouds the mind and and makes the user more susceptible to. . . less than intelligent ideas. The Misty Mind gin does so tenfold. Your thoughts will be so well protected, no one will be able to read them—least of all you.

Tipsy. The drinker has advantage on saving throws against divination spells and mind reading.

Hammered. The drinker is immune to magic that allows other creatures to read the drinker's thoughts, determine whether they are lying, know their alignment, or know their creature type. Creatures can telepathically communicate with the drinker only if the drinker allows it.

Shitfaced. In addition to the previous effects, any attempt to read the drinnker's thoughts, determine whether they are lying, know their alignment, or know their creature type not only fails, but the one who attempted the act takes 5d6 psychic backlash.

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The Gift of Gab

This vodka behaves differently than the other beverages. The effects of the brew only take effect when the drinker fails their saving throw against drunkeness. The Gift of Gab is used to get people talking—and usually, they can't stop. As such, this vodka is typically used to get information out of other people.

Tipsy. If the drinker fails their save against drunkeness, they are compelled to speak whatever is on their mind, for better or worse, for the remainder of influence. On a successful save, the drinker is still considered tipsy and merely enjoys a lovely vodka.

Hammered. If the drinker fails this save, in addition to the previous effect, they are considered under the effects of a zone of truth spell.

Shitfaced. If the drinker fails this save, in addition to the previous effects, the drinker is compelled to share their deepest, darkest secret.

The Man Maker

WARNING: THIS DRINK IS NOT SAFE FOR HUMAN CONSUMPTION. OR ELF CONSUMPTION. OR HALFLINGS. REALLY, IT'S NOT SAFE FOR ANYONE.

Absinthe is notorious for its high alcohol conentration, with different brews ranging from 45% alcohol level to as high as 70%. The dwarves looked at this and thought it was fucking weak. Dwarven absinthe is made from 95% alcohol, with the remaining 5% consisting of a mixture between concentrated scorpion venom, black pudding extract, and water in order to make it "potable." While toxic in nature, this drink gives the benefit of poison immunity, as the liver is forced to work twice as hard to remove toxins.

Upon failing any of the saving throws against drunkeness, in addition to the usual effects the drinker also takes 3d6 poison damage and is stunned for one round as they violently vomit the contents of their stomach. The drinker is then considered sober, regardless of what level of drunkness they had upon failure or how long the brew was supposed to last. The drinker is unable to gain the effects of any of Tormund's Brews until they take a long rest as their body rejects all alcohol.

Tipsy. The drinker gains immunity to the poisoned condition. This effect does not apply to the poison status gained from drinking other brews.

Hammered. The user gains immunity to the poisoned condition and resistance to poison damage.

Shitfaced. The drinker is immune to the poison condition and poison damage. In addition, whenever the drinker takes poison damage, they regain hit points equal to half the poison damage.


Tormund's Stock

At the beginning of the month, Tormund brews 5 gallons of alcohol. If Tormund is employed by a player, the player can decide which brews Tormund restocks. Alternatively, the stock can be determined by rolling on the Tormund's Stock Table, rolling a d8 for each brew made. Tormund can make multiples of the same brew but due to the laws of most civilizations, only 1 gallon of the Man Maker is allowed to be brewed at one time. If your table plays in a setting where those in authority are perfectly okay with poisoning the population, feel free to ignore this rule.

Tormund's Stock
d8 Brew Prepared
1 Liquid Courage
2 This'll Put Hair On Your Chest
3 Firebrandy
4 Silver Tongue
5 Paint Melter
6 Misty Mind
7 Gift of Gab
8 The Man Maker

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