Using the Craft/Profession Skill | Tea Master

This option can be used as either a Craft (Tea) or Profession (Tea Master) and can also be spun for any sorts of beverages that exist in your campaign (i.e. Coffee, Beer, Soda, etc.).

The premise behind the Tea Master craft/profession is that with a little bit of time and patience that you can provide your party with a temporary boost based on the quality of the tea that was made. One of my players currently uses this as a Craft skill, so I've developed a chart that he uses to brew different varieties of teas.  I researched the different types of teas and gave them in-game effects that were beneficial, but weren't too game-breaking and that research turned into this:


Tea TypeEasyMediumHardEffect
Oolong+1+2+3Temporary Will Save Increase. Lasts 1d12 hours.
White1d12 hours1d4 days1d2 weeksAlleviates Disease Effects (One use per disease contraction)
Black+1+2+3Temporary boost to Dexterity based skills. Lasts 1d12 hours
Earl Grey1d41d61d10Grants Immunity to Fear effects for dice roll hours
Chamomile1d8+CHA1d8+CHA*1.51d8+CHA*2Gain Hit Points, Limit 1 cup/day
Peppermint+2+4+6Temporary Diplomacy Increase. Lasts 1d8 hours
Yellow2d83d84d8Gain Temporary Hit Points. Very Expensive.
Pu-erh+1+2+3Temporary Fortitude Save Increase. Lasts 1d12 hours.
Green+2+4+6Temporary Concentration Increase. Lasts 1d6 hours unless done in an hour long ritual then it lasts 1 day.
Rooibos+1+2+3Temporary Increase to Will Saves against Mind Affects. Lasts 2d12 hours.
Yerba Mate+1+2+3Temporary Reflex Save Increase. Lasts 1d12 hours.





Bards FlowerDC 24DC 18DC 12Gain 1d4 CHA and -1d6 STR for 1 hour -- Mildly Addicting ( See DCs for addiction)

The difficulty columns are based on a DC that is set by the DM with each additional difficulty adding +5 to the previous level DC. In theory the DC should start at a 20 so that a lower level character wouldn't make superior tea until they trained more in that skill.

If you choose to implement this, you could require that teas be purchased or grown as to essentially treat them as a mundane potion-making ability. All the teas provide a benefit in some way with no repercussions except the Bards Flower tea which requires a Fortitude save to avoid addiction and the side-affects that come with it.

Explanation of the Teas:

Each tea has it's own benefits, most of them are straightforward, others require a little more clarification:
  • Oolong
    • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Will saves return to normal.  This does stack with items, but does not stack with potions.
  • White
    •  This tea temporarily stops the affects and the incubation time for any disease for the time based on the DC.
  • Black
    • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Dexterity skills return to normal.  This does stack with items, but does not stack with potions.  This tea does not affect your AC or Reflex saves.
  • Chamomile
    • Self-explanitory
  • Peppermint
    • Applies to Diplomacy checks
  • Yellow
    • Cost is up to the DM, temporary hit points do not stack so any ability that gives you more temporary hit points would not add to this total unless it is greater than the remaining temporary hit points.
  • Pu-erh
    • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Fortitude saves return to normal.  This does stack with items, but does not stack with potions.
  • Green
    • A ceremony would consist of uninterrupted meditation while preparing the tea, all characters benefiting from this ceremony must also meditate for the ceremony as well.
  • Rooibos
    • Temporarily gain the stat benefit for 2d12 hours, at the end of that time your Will saves against mind-affecting spells return to normal.  This does stack with items, but does not stack with potions.
  • Yerba Mate
    • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Reflex saves return to normal.  This does stack with items, but does not stack with potions.
  • Bards Flower
    • Fortitude save required when drinking it to not become addicted, DC decreases as the quality goes up on the theory that preparing tea with this flower is a delicate procedure and improper handling releases more addictive substances.
If you would like further clarification feel free to comment, or if you have other teas you'd like to add you can try them out in your game as play-testing them is generally the best way to see if they need more or less power.