Tea Plant
Common · Camellia sinensis
Healing · Alchemical · Magical · Nutritional · Catalytic
Terrain Forest, Hills, Jungle, Mountains
Description
The tea plant (Camellia sinensis) is an evergreen shrub or small tree in the tea family (Theaceae). It has glossy, dark-green, oval leaves with pointed tips. Tea flowers are small, aromatic, and typically white or pale pink with yellow stamens. The plant can reach heights of 3 to 30 feet (1 to 9 meters), though in cultivation it is usually trimmed to around 3 feet (1 meter) tall to facilitate leaf harvesting.
Location and Habitat
Tea plants are native to the southern regions of China and India. They thrive in tropical and subtropical climates with abundant rainfall and moderate temperatures. Tea is cultivated in mountainous and foothill areas at altitudes ranging from 300 to 6,500 feet (100 to 2,000 meters) above sea level.
Rarity and Availability
Tea is one of the most widespread and readily available plants worldwide, owing to its extensive cultivation and immense popularity as a beverage.
Effects and Uses
Tea leaves are used to produce different varieties of tea—green, black, oolong, white, and pu-erh—each distinguished by unique processing and fermentation methods. Tea is rich in caffeine, theanine, and antioxidants:
Caffeine stimulates the central nervous system, boosting alertness and concentration.
Theanine promotes relaxation, reduces stress, and enhances mood.
Antioxidants (catechins and polyphenols) help protect cells from damage, lower the risk of cardiovascular disease, and have anti-inflammatory properties.
Harvesting & Preparation
- Finding Tea Plants. While tea is commonly cultivated, characters may seek rare or special varieties (such as “Baihao” tea from Darama’s legend). Harvesting fresh tea leaves typically requires a DC 10 Wisdom (Survival) check or Intelligence (Nature) check in suitable climates.
- Drying & Brewing. Once collected, the leaves must be dried or processed. Brewing a basic tea infusion takes about 10 minutes with brewer’s supplies or requires a DC 10 Intelligence (cook’s utensils) check. For more potent or specialized blends, see “Advanced Tea Blends” (below).
Basic Tea Effects
- Any normal quality tea (green, black, oolong, etc.) conveys mild benefits when
- Basic Tea Infusion
- Use. Consumed over a Short Rest.
- Effect. The tea soothes the mind and body. Any one Hit Die the drinker expends to regain hit points during that rest adds +1 to the total regained.
- A character can benefit from only one serving of basic tea per short rest.
Items & Effects
- Below are some optional, more specialized teas that could be brewed by skilled herbalists or monks. These require a DC 15 Wisdom (herbalism kit) check or Intelligence (cook’s utensils) check, plus 30 minutes of dedicated preparation. Each blend typically produces enough tea for up to 4 servings.
- Baihao “Third Eye” Tea.
- Derived from Darama’s story— crafted from tea plants said to have grown from the monk’s eyelids.
- Effect.
- For 1 hour after consuming this tea, the drinker gains advantage on Wisdom (Perception) checks made to detect hidden or invisible creatures (reflecting enhanced mental clarity).
- If consumed immediately before a Short Rest devoted to prayer or meditation, the drinker can treat it as a Full Rest for the purpose of regaining expended uses of Channel Divinity (clerics/paladins) or Ki points (monks), but only once per day for each character.
- Side Effect. At the end of the tea’s duration, the drinker must make a DC 12 Constitution saving throw or gain one level of exhaustion (PHB, p. 291).
- Wu-Kang “Fortifying” Tea.
- Created by mountain hermits to adapt to harsh, high-altitude conditions.
- Effect (lasts 1 hour).
- The drinker gains a +1 bonus to Strength, Dexterity, or Constitution saving throws (choose which one when you drink the tea).
- The body warms and vitalizes; the drinker has advantage on saving throws against extreme cold for the same duration.
- Lotus “Tranquility” Tea.
- Reputed to be a favorite of enlightened masters.
- Effect (lasts 10 minutes).
- The drinker gains advantage on saving throws against being frightened or charmed (PHB, p. 290).
- Once during that 10-minute span, the drinker can use a Reaction to end the frightened or charmed condition on themselves (symbolizing sudden calm).
- Side Effect. The tea’s soporific nature sometimes backfires. If the drinker is reduced to 0 hit points while under the effect, they immediately fall into a deep sleep (unconscious and stable) unless an ally uses an action to shake them awake.
- Dragonscale “Invigorating” Tea.
- A rare recipe from warrior monks living near volcanic springs.
- Effect (lasts 1 minute).
- The drinker’s reaction speed is heightened; they gain advantage on Initiative rolls.
- On their first turn of combat, they add 2 to the damage roll of a weapon attack they make.
Lore
The tea plant (Camellia sinensis) is an evergreen shrub or tree with glossy leaves and fragrant flowers, found in tropical and subtropical regions. Its leaves are used to make various kinds of tea, which provide both stimulation and health benefits.
Some time ago in China, there was a wise monk named Daruma (Bodhidharma). Striving to attain the highest level of enlightenment, he spent entire days in prayer and reflection. One day, he vowed to maintain continuous meditation and promised he would not sleep for its duration. This meditation lasted nine years. He sat in a temple, meditating and praying without letting anything external distract him.
At one point, however, Darama dozed off. Waking up, he was horrified that he had broken his vow and allowed himself to give in to sleep. Believing his eyelids were at fault— since they had closed and caused him to drift off—Darama cut off his eyelids and threw them to the ground.
From Witch’s Herbs 5E, p. 98 · Fern Flower Press