D&D 5E Homebrew (no pun intended) Magical Teas: How to Do It?

jayoungr

Legend
Supporter
TL;DR: I want to give one of my players the opportunity to make a few magical teas with mechanical effects, but I don't want to make the teas or the character too powerful.

For context, I am currently running a campaign in the Koryo Hall of Adventures setting (based on Korean folklore), in standard 5E. PCs are currently level 5, and I expect the campaign to go up to level 8 or 9. The PC in question has the tea master background, custom to the setting. She loves brewing teas that have certain roleplaying-only effects--calming, energizing, etc.

We also established at the beginning of the game that the character knows the secret recipe for a magical tea that duplicates the effect of a certain third-party spell (heart to heart from Deep Magic, for anyone who's curious). However, since the spell can only be cast on one person, the player seems reluctant to use it; having to choose one beneficiary seems to stress her out. I can tell that what she really wants to do is buff the whole party in some way, but of course, 5E is intentionally stingy with such effects.

I originally thought of encouraging the player to take some levels of artificer to gain access to the ability to brew potions, but by the time she could choose a subclass, the campaign would be almost over. Then I thought maybe I'd offer her a custom feat, but that has the same problem, since she won't get another feat until level 8 (same level that she could pick an artificer subclass).

This PC has also recently discovered a sentient teapot. Again, so far this only has roleplaying implications, but maybe I could make it an evolving item that would level up with her? This seems like the best option, but in that case, the effects of the teas would have to be pretty weak in order not to unbalance the character with the rest of the party. Which is probably okay--I think the player would be happy with even some weak abilities, as it's mostly about the flavor ... once again, no pun intended.

Balance thoughts:
  • Maybe I should require a skill roll in order to successfully make the teas?
  • The character is a rogue with no spell slots, so if this is to be powered by spell slots, I'll have to figure out how to give her some. Maybe give them to the teapot instead? (Other players might be able to brew the teas as well, with a successful Persuasion check on the teapot...)
  • I figure it would take at least 10 minutes to brew any teas, so that can also be a balancing factor.
  • Maybe offer a similar "crafting" option to other players as well, to keep this character from being unbalanced in the party.
As for the effects the teas might have, I'm open to suggestions. Temporary HP might seem like an obvious choice, but we have a glamour bard in the party who spams Mantle of Inspiration, so there's no point. I thought maybe one that would restore 1d4 HP (so, slightly better than Goodberry but balanced by needing 10 minutes to create). Maybe one that mimics the Guidance cantrip? Any other suggestions?
 
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Stormonu

NeoGrognard
Easiest would be just to rule the Tea as being a variant of potion or ritual casting (which would explain the 10 minute brew time). Perhaps a slightly different list of spells that would be available than you would expect from a potion. If you want to limit its usefulness, give it charges per day (1 charge = 1 spell level?).

Some spells I think would fit:
  • Bless
  • Prayer of Healing
  • Protection from Good and Evil
  • Cure Wounds
  • Aura of ...
  • Heroes Feast
  • Enhance Ability


etc.
 
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aco175

Legend
It could duplicate a lot of potions, but limit the duration. Invisible for only 1d4 rounds instead of 1 hour. Climbing for 2d6 rounds. Could also grant advantage to skill checks or 'insight' to do something untrained.
 

Some times I have thought the idea using the game mechanic of incantantions from 3.5 Unearthed Arcana to craft single-use magic item. The goal is to be cheaper but with some handicap, for example it has to be consumed before one hour after be cooked, or only who goes to certain temple at least every week can enjoy.


My suggestion is that sentient teapot could become a "dokkaebi" with a humanoid shape, and this could prepare magic tea in a way like infusions by artificers. Yeah, it could work like potions, but they have to be drank before very half-hour after being created.
 

jayoungr

Legend
Supporter
I just remembered that I bought this third-party supplement ages ago, so I may try adapting some of those items for the tea effects.

I'm still worried about balance, though. To require a skill roll or not to require a skill roll?
 

the Jester

Legend
I have magical tisanes, which are basically tea bags that you add to an existing potion and they add an additional effect. It's not exactly what you're looking for but might provoke an idea for you.
 


the Jester

Legend
Magic Tisanes
Wondrous item, uncommon
When found, this appears to be a box of 1d4+3 teabags. You can draw a bag from the box and add it to a potion as a bonus action. If a creature then drinks that potion within the next minute, it gains an extra effect from it. Each teabag might have a different effect; roll on the following chart to determine the nature of each bag. (An identify spellusing a 3rdor higher level slot will identify the nature of each bag specifically.)

d10 Additional Effect
1 Drinker heals 2d6 hit points
2 Drinker adds 1d4 to checks for 1 minute
3 Drinker adds 1d4 to attacks for 1 minute
4 Drinker adds 1d4 to saves for 1 minute
5 Drinker gains resistance to cold damage for 1 minute
6 Drinker gains resistance to fire damage for 1 minute
7 Drinker gains immunity to poison damage for 1 minute
8 Drinker gains immunity to poisoned condition for 1 hour
9 Drinker gains immunity to charmed and frightened conditions for 1 hour
10 Drinker turns invisible for 1 minute or until it attacks or casts a spell
 

cbwjm

Seb-wejem
I made magical cookies that would grant a few temporary hit points when eaten. It's a small bonus but they can eat another as a bonus action.

Teas might grant temp hp, advantage on a skill check or specific use of a skill check, advantage on a saving throw against a specific effect such as disease or poison.

If the player has a specific tool proficiency I probably wouldn't require a roll to brew, but I would require materials. It could be as simple as having enough for 10 brews or perhaps you could come up with specific teas and they need to buy them to brew. Either way, the materials would be the cap rather than requiring spell slots.
 

First off, intend your puns!

Second of all, you can just treat teas like a potion.

If your party lacks a healer, having the tea grant everyone tempted HP would be quite all right.
 

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