The Art of the Arcane Aperitif: Cocktail
Crafting in D&D 5e
nspired by the discerning palates and precise on a Charisma (Performance) check related to the
I
techniques of master mixologists, this system drink’s presentation.
brings the refined art of cocktail crafting to your The Cocktail Crafting
Dungeons & Dragons 5th Edition game. Whether
you’re aiming for a refreshing elixir after a long Process
dungeon crawl or a potent concoction to sway a Creating a masterpiece requires careful steps.
king, the right drink can be more than just a
beverage – it’s an adventure in a glass. Step 1: The Concept &
Tools & Proficiencies Gathering
To become a true alco-chemist, a character needs the (Downtime/Exploration)
right equipment and know-how. The character can spend
Required Proficiency: Brewer’s Supplies or Research (Optional):
Alchemist’s Supplies. These represent the fundamental downtime researching exotic recipes or rare
understanding of liquids, distillation, fermentation, and ingredients. This might involve Intelligence
chemical reactions. If a character has neither, they can (Investigation) checks (DC 10-20) in libraries or
attempt to gain proficiency through downtime training. conversations with knowledgeable NPCs. Success
Recommended Skill: Intelligence (Investigation) for might reveal a new recipe or the location of a unique
identifying rare ingredients, Charisma (Performance) or component.
Charisma (Persuasion) for presenting the drink, and Procurement: Ingredients are acquired through
Wisdom (Medicine) for understanding effects on the purchase, foraging (Wisdom (Survival)), or monster
body. hunting. Rare magical components might require
Tools of the Trade: A Mixologist’s Kit (15 gp, 5 lb). specific quests. The DM determines availability and
This includes shakers, strainers, muddlers, jiggers, and challenge.
a set of diverse glassware. It functions as either Step 2: The Blend
Brewer’s Supplies or Alchemist’s Supplies for the
purpose of cocktail crafting. (Action/Downtime)
Ingredients: The Heart Once ingredients are gathered, the actual crafting
begins. This can be done during downtime (e.g., over an
of the Concoction hour or two) or, in a pinch, as a more rushed endeavor
Just as a master chef needs quality components, a during an adventuring day (e.g., 10 minutes,
mixologist requires exquisite ingredients. These fall into representing quick mixing).
a few categories: Initial Check: Intelligence (Brewer’s Supplies) or
Base Spirits: Common (whiskey, ale, wine, mead) or Intelligence (Alchemist’s Supplies)
exotic (dragon’s breath brandy, elemental gin, faerie DC: Varies based on the complexity and rarity of the
nectar). These provide the alcoholic foundation and ingredients.
general flavor profile. Availability depends on the region DC 10: Simple (2-3 common ingredients)
and difficulty of procurement. DC 15: Moderate (4-5 ingredients, one rare)
Flavoring Agents: Herbs (deep-root sage, sunpetal),
DC 20: Complex (6+ ingredients, multiple
fruits (griffin berry, shadow peach), spices (basilisk rare/magical)
scale dust, wyvern’s tear pepper), and various syrups or DC 25+: Legendary (incredibly rare components,
bitters (goblin-snot syrup, celestial bitters). These add experimental effects)
complexity and define the drink’s character.
Magical Components: Rare alchemical reagents Success: The character successfully combines the
(liquid luck, dust of disappearance), monster parts ingredients, and the drink is ready for
(griffon feather, gelatinous cube ooze), or concentrated presentation/consumption. Proceed to Step 3.
spell extracts (bottled Blur, essence of Faerie Fire). Failure by 5 or Less: The drink is palatable but lacks
These imbue the cocktail with its special, often its intended potency or flavor. Its mechanical effect (if
temporary, magical effects. any) is halved (minimum 1), or its duration is halved.
Garnish: Aesthetic elements (lemon twist, cherry, Failure by 6 or More: The drink is a disaster. It might
miniature umbrella) that enhance presentation but be undrinkable, cause minor negative effects (e.g.,
typically have no mechanical effect beyond roleplaying. disadvantage on next Wisdom (Perception) check for 10
A particularly inspired garnish might grant advantage minutes, minor nausea), or simply taste horrendous.
Ingredients are wasted.
Critical Success (Natural 20): The cocktail exceeds Effect: For 30 minutes, you gain a +1 bonus to
expectations. Its mechanical effect is maximized (e.g., Intelligence saving throws. However, you speak in
+2 instead of +1, or maximum dice roll for healing), or unsettling whispers and occasionally hear faint
its duration is doubled. The drink also tastes psychic echoes.
exceptionally good, potentially granting advantage on
the next Charisma (Performance) or Charisma The “Mimic Mojito”
(Persuasion) check related to it. Ingredients: Chameleon Syrup, Gelatinous Cube
Ooze, Sprig of Disguise Weed.
Step 3: The Presentation Effect: For 1 hour, you gain advantage on Dexterity
(Action) (Stealth) checks while immobile, but you feel an
After crafting, the character can choose to present the uncontrollable urge to adhere to the nearest hard
cocktail. This is a Charisma (Performance) check. surface.
DC: Often based on the audience’s expectations or The “Potion of Healing” (Cocktail
the complexity of the presentation. Edition)
DC 10: Simple presentation for a common crowd.
Ingredients: Standard spirits, powdered healing
DC 15: Impressing a noble or a connoisseur.
herbs, a drop of holy water.
Effect: Restores 2d4 + 2 hit points. (A common,
DC 20+: Crafting a legendary show for royalty or a
powerful entity. simpler drink).
Success: The presentation enhances the experience. Failure & Consequences
If the drink has a beneficial effect, it might provide a
temporary minor bonus (e.g., +1 to an attack roll or (The “How Not To
saving throw for 1 minute) or advantage on a Charisma Drink” Moment)
check when consumed.
Failure: The presentation is awkward or uninspired. Not every drink can be a masterpiece.
The drink’s quality might be unnoticed, or it might even Disastrous Taste: The drink is so vile that consuming
detract slightly from the experience. it might impose disadvantage on the next Charisma
check made within 10 minutes due to involuntary
Cocktail Effects: What grimacing.
Minor Nausea/Discomfort: The drinker feels slightly
Does It Do? ill. They might suffer disadvantage on Wisdom
Cocktails can provide a wide range of temporary effects, (Perception) checks related to smell or taste for 1 hour.
blending magic, alchemy, and pure spirit. These effects Wasted Ingredients: The more valuable the
should be temporary and generally less powerful than a components, the more painful a failure becomes.
full spell, but useful in specific situations. Magical ingredients are usually consumed regardless of
Examples of Cocktail Effects: success.
Unexpected Side Effects: A truly catastrophic failure
The “Owlbear Old Fashioned” might lead to a brief, minor, and usually humorous
Dragon’s Breath Brandy, Crushed effect. For example, hair temporarily turning green, skin
Ingredients:
Owlbear Claw, Barrel-Aged Oak Chips. becoming slightly sticky, or speaking only in rhyming
Effect: For 1 hour, gain advantage on Strength couplets for 10 minutes.
(Athletics) checks related to grappling or shoving.
You also grow coarse body hair and your voice
deepens.
The “Faerie Fire Fizz”
Ingredients: Faerie Nectar, Bottled Faerie Fire
essence, Effervescent Crystal.
Effect: For 10 minutes, any creature you hit with a
weapon attack sheds dim multicolored light in a 5-
foot radius until the end of your next turn. Attack
rolls against the creature have advantage if they are
affected by the light.
The “Mind Flayer Martini”
Elemental Gin, Concentrated Intellect
Ingredients:
Devourer Brain Fluid, Hypnotic Bitters.
Mastering the Craft
As a character hones their mixology skills:
Learning Recipes: Characters can learn new recipes
from books, master mixologists, or by experimentation
(with DM oversight). Each new recipe represents a new
DC category for Intelligence (Brewer’s Supplies)
checks.
Signature Cocktail: At higher levels of proficiency
(e.g., proficient for 5+ levels, or after completing a
significant mixology quest), a character might invent a
Signature Cocktail. This drink has a unique, more
potent, or long-lasting effect than standard creations,
and perhaps a special name and backstory. It also might
have a slightly lower crafting DC for the creator.
Mobile Bar: A true master might acquire a magical
“Portable Bar of Holding“ that holds a large stock of
ingredients and tools, making on-the-go cocktail crafting
more feasible.
Have fun shaking up your campaigns with these
delightful (and sometimes dangerous) concoctions! May
your shakers always be full and your drinks always be
on point.