Magical Brews

You've learned to brew new and unique potions to bolster your allies and cripple your enemies.

### Potion Brewing

Starting at 3rd level, through your circle magic rites you have obtained enough experience and knowledge to infuse potions with mystical effects. Once per long rest, you can brew up to 4 base potions and charge them with a magical effect through circle magic rites; each base potion must have a particular catalyst beside it to attune to the appropriate magical effect.

* **Shield**: The drinker gains 1d8 temporary hit points for 10 minutes. These temporary hit points stack with any other temporary hit points the drinker has.
	+ **Catalyst**: A piece of leather.
* **Proficient**: The drinker gains temporary proficiency in any saving throw or skill of their choice for 10 minutes.
	+ **Catalyst**: A brain of a crow.
* **Acid**: You can throw this brew up to a distance of 30ft. Creatures within a 5ft radius of the splash zone lose -1 AC for 10 minutes.
	+ **Catalyst**: A measure of acid.
* **Slow**: You can throw this brew up to a distance of 30ft. Creatures within a 5ft radius of the splash zone lose half of their speed for 10 minutes.
	+ **Catalyst**: A measure of honey.

You can only do this once per long rest.

### Cauldron Magic

At 7th level, you can summon a magical cauldron that is always full of simmering water through circle magic, once a day. You can toss in a variety of ingredients and create numerous effects that imitate your known spells: this process takes 1 minute before the effect takes place. You can then bottle up to 1d4+1 vials of the brew before the cauldron's contents revert back to water, or add a piece of quartz to affect a 5ft area centered on it with the current brew's effect.

* Healing spells that require no material components will instead require rosemary leaves. They are consumed on use.

* Non-Damage and Non-Healing spells that require no material components will instead require sage leaves. They are consumed on use.

* Damaging spells that require no material components will instead require wolfsbane petals. They are consumed on use.

* Spells that require components will use their usual components, and are not consumed on use.

As a bonus action, you may drink one of these brews. A bottled brew will allow the drinker to cast the spell brewed at half potency and lasts for only half as long, as an action, regardless of the spell's original casting time.

### Advanced Potion Brewing

At 11th level, you have expanded your knowledge on potion infusions though methodical experimenting, and a little bit of luck.

* **Mist**: The drinker gains a misty aura for 10 minutes. Any attacks done against the drinker have disadvantage.
	+ **Catalyst**: A chunk of coal.

* **Polyglot**: The drinker becomes temporarily proficient in two languages of their choice for 10 minutes.
	+ **Catalyst**: A humanoid tongue.

* **Weakness**: You can throw this brew up to a distance of 30ft. Creatures within a 5ft radius of the splash zone lose 1d6 to their attack and damage rolls for 10 minutes.
	+ **Catalyst**: A measure of poison.

* **Vines**: You can throw this brew up to a distance of 30ft. Creatures within a 5ft radius of the splash zone are grappled by vines for 10 minutes. The vines can be burst with a successful DC 10 Strength check.
	+ **Catalyst**: A fresh vine of at least 1ft length.

### Enhanced Cauldron Magic

At 15th level, your cauldron now holds more storage for brewing spells, allowing you to bottle 1d10 vials. Spells cast in an area effect will now instead reach 10ft and cause a hazy mist that lingers for 5 minutes. The hazy mist will continuously apply the spell's effect when a creature stands within its radius.