Base Class: Artificer
Tea- brewing is an anchient art, to calm the angriest of minds and focus on the battles to come. With this reflavoured class, you too may brew tea both out- and in-game; just make sure to bring enough for everyone :)
Younow cast spells by brewing teas with the Brewer's supplies (wich you will gain and become proficient with when choosing this subclass) and either drinking them, making someone drink them or simply throwing the hot-leaf-juice at your target and letting the magic do its effect.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Brewer's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Brewer's Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Brewer's Spells table. These spells count as artificer spells for you, and outsid eof healing word (wich you can whisper into the tea), no longer require vocal activation.
| Brewer's Spells | |
|---|---|
| Artificer Level | Brewer's Spells |
| 3rd | Healing Word, Ray of Sickness |
| 5th | Flaming Sphere, Melf's Acid Arrow |
| 9th | Gaseous Form, Mass Healing Word |
| 13th | Blight, Death Ward |
| 17th | Cloudkill, Raise Dead |
Experimential Brews
Experimental Brew
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental Brew in an empty flask or container you touch. Roll on the Experimental Brew table for the Tea's effect, which is triggered when someone drinks the tea. As an action, a creature can drink the tea or administer it to an incapacitated creature.
You can create additional experimental brews by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the tea in an empty container you touch, and you choose the tea's effect from the Experimental Brews table.
Creating an experimental Brew requires you to have Brewer's supplies on your person, and any tea you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each tea's effect separately. Each tea requires its own container.
| Experimental Brew | |
|---|---|
| d6 | Effect |
| 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
| 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
| 6 | Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Tea-brewer Savant
At 5th level, you've developed masterful command of magical teas, enhancing the healing and damage you create through them. Whenever you cast a spell using your Brewer's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Restorative leaves
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental brew you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Brewer's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Brewing Mastery
By 15th level, you have been exposed to so many kinds of plants that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
- You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use Brewer's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
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