Base Class: Cleric
Many of the clerics of the Tea Domain belong to the Order of the Brew, an organisation dedicated to the collection, archiving and perfection of every tea in existence. Clerics are seen as one step closer to the divine, with powers over and understanding of tea far superior those of an ordinary acolyte (which also manifests as the natural knowing of the shape water cantrip), and as such hold the respect of most within the Order. Many hold high positions in the organisation, but many more decide to take on a life of travel, exploration and discovery, hoping to uncover new blends, and bring the joys of tea to all across the planes.
Tea Domain Spells
1st- Create or Destroy Water, Detect Poison and Disease
3rd- Calm Emotions, Protection from Poison
5th- Haste, Slow
7th- Divination, Freedom of Movement
9th- Dream, Scrying
Tea Ceremony
When you choose this domain at 1st level, you gain proficiency with the Tea Set. Additionally, once per short rest, you may choose to brew a pot of tea for a maximum of ten willing creatures. Choose from the following effects; each lasts for four hours.
-Temporary hit points equal to 2d4+ your wisdom modifier
-Choose one elemental damage type; grant resistance to this
-Heal 2d6+ your wisdom modifier
-Advantage on a single skill check or saving throw
-Heal a single condition, disease or remove a level of exhaustion
-Grant immunity to a single condition or disease
Also at 1st level, you gain flasks as part of your equipment, to the number of 2+ your wisdom modifier. As part of a long rest, choose an effects from the following list for each of the flasks. A single effect can be equipped to more than one flask. As an action, you may use the flask in conjunction with the Shape Water cantrip in order to activate the effect of a single flask (the range is 5ft.). Each flask has a single use; all are refilled upon a long rest.
-Heal 1d6+ your wisdom modifier
-Decrease the AC of a creature by 1 (increases to 2 at 14th level)
-Heal a single status condition
-A creature must make a Constitution Saving Throw. On a failed save, it is poisoned
-A creature must make a Constitution Saving Throw. On a failed save, it is paralyzed
-Double the movement speed of a single creature
Channel Divinity: Acid Reflux
Starting at 2nd level, as an action you may present your holy symbol and invoke the powers of the tea to taint the liquids within your enemies.
Choose up to two enemies within thirty feet of you. They must make a Constitution Saving Throw, or become poisoned. This effect lasts until cured. You can’t use this feature on an undead or a construct.
Quick Brew
Starting at 6th level, you can use your reaction to throw one of your flasks of tea into the eyes of an attacker within 5ft. of you (the attack does not have to aimed at you). This imposes the blind status, which lasts for 3 rounds, ending at end of your turn, as well as whatever effect the flask would originally have had (this acts as normal). Your number of flasks also increases by 2.
Potent Brewing
Starting at 8th level, you may add your proficiency bonus to any of your tea effects.
Master Brewer
Starting at 17th level, you have become a Master Brewer, and rival almost every tea brewer in history. You gain expertise in the Tea Set (thus, with Potent Brewing, you add your proficiency bonus twice to any tea effect), and all tea effect times double. Additionally, you have perfected a single blend of tea. Choose one tea effect; this is your specialisation, and all effects of this blend double. Additionally, your number of flasks increases by two.
Previous Versions
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Posted Jul 28, 2020is this uncle ihon ???
Avatar fans will understand.
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Posted Mar 30, 2019And the Domain supports you right back. May the Brewer smile upon you, friend. May all your tea be like, really good and stuff XD
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Posted Mar 29, 2019As a tea fanatic, and I support this Domain.