...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...
...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...
...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?