You spend time towards the end of your rest brewing an invigorating beverage. This could be a hot jug of coffee, a bowl of soup sprinkled with remedial herbs, or invigorating leaves boiled into tea.
Making a morning brew requires a success on a DC 10 Intelligence (Alchemist’s Supplies or Cook’s Utensils) Test. You brew enough portions for a number of people equal to your Intelligence modifier (minimum of 1). A successful morning brew can provide one of the effects listed below, which lasts for the next six hours.
The first time you make a brew, roll on the table below to determine its effects. You now know how to make that brew and can prepare it during a Short or Long Rest with a successful DC 10 Intelligence (Alchemist’s Supplies or Cook’s Utensils) Test. If you wish, you can instead experiment with new ingredients, rolling on the table again to discover a new effect.
MORNING BREW
| 1d6 result | Effect |
| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1 | You start to feel jittery and distractable — you suffer a -3 penalty to your Passive [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception\|Perception]]. |
| 2 | You feel calm and collected, gaining Advantage on your next Intelligence or Wisdom Saving Throw. |
| 3 | You are kicked wide awake, granting +5 to Passive [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception\|Perception]]. |
| 4 | The world becomes brighter as you drink, granting Darkvision for 5 feet or extending it by 5 feet if you already have Darkvision. |
| 5 | You feel invigorated to take the day head-on. You may reroll any Initiative Test but must accept the new result. |
| 6 | Your mind becomes extremely focused, providing Advantage on Tests to maintain Concentration. |