Circle of Steeping (5e Subclass)

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Circle Of Steeping[edit]

Druid Subclass

Druids within the Circle of Steeping use their affinity with nature to create spells and magic-infused concoctions that perform a variety of specialized functions. Their bond with nature itself, paired with their knowledge of all varieties of plant life, makes them masters in their craft.

Druids that choose this circle tend to be neutral in times of conflict, wishing instead to be arbiters of peace, tranquility, and camaraderie over the enjoyment of life’s simpler pleasures—like tea.

Spellcasting

Your druidic spellcasting now takes the shape of tea crafting. Instead of a Druidic focus, You can instead use a tea set, Herbalist Kit, or Brewer's supplies.

Circle Spells[edit]

Your affinity for plant life gives you the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th levels, you gain access to circle spells connected with plant life and their many effects. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Spell
2nd Goodberry, Purify Food and Drink
3rd Ray of Sickness, Cure Wounds
5th Plant Growth, Revivify
7th Create Food and Water, Hallucinatory Terrain
9th Blight, Mass Cure Wounds

Natural Gifts[edit]

Your bond with nature manifests itself on your person, altering your appearance. When you take this Circle at 2nd level, choose a Natural Gift from the table below, or roll for a random Natural Gift.

d6 Gift
1 Herbs and tealeaves grow from your hair, scalp, or horns.
2 You always smell like fresh lavender, ginseng, chamomile, or jasmine.
3 Each day at dawn, you find yourself in a bed of mixed herbs.
4 Random strangers will invite you for tea.
5 Everything you drink tastes like your favorite tea.
6 You never burn your tongue on scalding water.

In addition to changing your form, you get a +1 to any checks used to forage for tea ingredients. You are granted proficiency with Herbalism Kits and Brewer’s Supplies.

Hot Cuppa[edit]

You’re able to brew tea on command with surprising, imperceptible speed, even in the heat of battle. Starting at 6th level, you can brew teas which have an effect you may choose.

Friend. Any friendly creature within 30ft that is not undead or a construct can benefit from your teas. As an action, you can give them a hot cup of tea. When you do, you choose what effect it will grant them:

  • They gain a +5 bonus to their next ability check, attack roll, or saving throw.
  • They regain 3d6 + your Wisdom modifier hitpoints.
  • You can cure a maximum of two conditions.
  • They have advantage on their next roll.

Foe. You can brew some positively foul blends that maim more than comfort. Any hostile creature that is not a construct or undead within 30ft are within splash range. Make a ranged spell attack. On a hit, you throw your concoction in their faces and choose one effect below:

  • They have disadvantage on all ability checks for one hour.
  • They are poisoned for one hour.
  • They are blinded for one hour.
  • They take 1d4 acid damage, and 1d6 fire damage.

You can do this three times, regaining all uses on a long rest. You gain an additional use at 10th and 14th level

Tessomancy[edit]

At 10th level, you’re so in-tuned with your tea leaves that you’re able to divine using the leftover dregs through a little-known school of magic called Tessomancy. You can cast clairvoyance and scrying after drinking tea. There are no components aside from a recently-used tea cup, and this does not count against your spell slots. You may use this once per long rest.

Improved Hot Cuppa[edit]

You've attained a mastery at tea crafting as well as your magical gifts. Starting at 14th level, your Hot Cuppa ability increases from 3 times per day to 5 times per day. Additionally, it now counts as a bonus action.

Soothing Aura[edit]

Your tea making skills are legendary and have made you quite the coveted teatime guest. Beginning at 14th level, you can cast charm person as a cantrip using your tea set. Additionally, you have advantage on all Charisma checks while serving tea.

At the end of a long rest, every friendly creature that is not a construct or undead benefits from the soothing power of your superior brewing. Each friendly creature is given a maximum of 1d6 to spend on any roll they choose.

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