Warlock
Base Class: Warlock

You have made a pact with a ancient long past tea spirit. Every tea spirit has its own motivations and morals, Whether it be spread love and positivity through tea or use tea to poison and kill their enemy's. The tea spirit has chosen you to spread their love or hate through tea. Tea spirits come from humans with strong spirits and even stronger brews.

Expanded spell list

The Tea Spirit lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Powerful brews

The Tea spirit grants you the power to enchant your brews and use them to affect other creatures and yourself. You can use a enchanted brew a certain amount of times equal to your proficiency modifier and you gain new brews at 7th,10th,15th, and 18th level. When you chose this class you gain 2 brews. Whenever you gain brew you can chose one of the following options.

Scalding Brew: As a action you can expend a brew slot to throw hot tea in a 15ft cone, every creature in that area takes 4d6 fire damage as Scalding hot tea coats them. On a Successful DEX save against your spell save DC they take half that damage. At 15th level this damage increases to 6d6

Sleepy Time Brew: As a action you can expend a brew slot to make a ranged spell attack against a creature on a hit the creature cannot make more than one attack on their turn for 2 rounds and they must make a CON save against your spell save DC if they fail they gain a level of exhaustion. At 15th level the gain 2 levels of exhaustion if they fail.

Energy Brew: As a action you can expend a brew slot to cause you or another creature you chose can consume this brew and gain +2 to their AC and advantage of DEX saves For one minute as the tea makes them agile and Dexterous.

Spirit Brew: As a action you can expend a brew slot to cause a dark spirit to fly towards from your cup/teapot and force the target to make a WIS save against your spell save DC or take 2d4 psychic damage and be frightened by you. The creature can repeat the WIS save at the end of each of their turns. At 15th level the Damage increases to 4d4

Poison Brew: As a action you can expend a brew slot to trick a target to drink a cup of poisoned brew causing to make a CON save or be poisoned and take 2d6 Poison damage. At 15th level the damage increases to 4d6

Entangling Herbal Brew: As a action you can expend a brew slot to make a ranged spell attack against Two creature of your choice On a hit they are grappled and may take a action to make a strength check DC14 to escape. At 15th level the amount of creatures you can target is increased by 1.

 

 

Energy Brew

As a action you can expend a brew slot to cause you or another creature you chose can consume this brew and gain +2 to their AC and advantage of DEX saves For one minute as the tea makes them agile and Dexterous.

Entangling Herbal Brew

 As a action you can expend a brew slot to make a ranged spell attack against Two creature of your choice On a hit they are grappled and may take a action to make a strength check DC14 to escape. At 15th level the amount of creatures you can target is increased by 1.

Poison Brew

As a action you can expend a brew slot to trick a target to drink a cup of poisoned brew causing to make a CON save or be poisoned and take 2d6 Poison damage. At 15th level the damage increases to 4d6

Scalding Brew

As a action you can expend a brew slot to throw hot tea in a 15ft cone, every creature in that area takes 4d6 fire damage as Scalding hot tea coats them. On a Successful DEX save against your spell save DC they take half that damage. At 15th level this damage increases to 6d6

Sleepy TIme Brew

As a action you can expend a brew slot to make a ranged spell attack against a creature on a hit the creature cannot make more than one attack on their turn for 2 rounds and they must make a CON save against your spell save DC if they fail they gain a level of exhaustion. At 15th level the gain 2 levels of exhaustion if they fail.

Spirit Brew

As a action you can expend a brew slot to cause a dark spirit to fly towards from your cup/teapot and force the target to make a WIS save against your spell save DC or take 2d4 psychic damage and be frightened by you. The creature can repeat the WIS save at the end of each of their turns. At 15th level the Damage increases to 4d4

Tea-mates

As a reaction When you or a friendly creature is reduced to 0hp you can use this feature to restore them 1d10+Your Cha mod health and they don't go down. AT 18th lvel this healing increases to 2d10+ You Cha Mod

Tea Party

Starting at 10th level whenever you and your party take a short or long rest you can spend a extra hour to give every party member participating in that rest a d10 inspiration die that they can use on any saving throw or ability check and lasts until the party rests again

Compounded Brew

Starting at 14th level once per short rest you can expend 2 Brew slots to let out a 60ft beam that heals up to 5 friendly creatures 4d6 and forces up to 5 creatures of you choice to make a CON save against your spell save DC or take 8d6 damage or half on a success.

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