Circle of Fermentation

A circle of druids, known as the Fermenters, make use of the “strange air” of the forest to brew and ferment, well, nearly anything really, from varieties of beer and wine to funky, sometimes foul teas, from aged meats and cheeses to pickled produce. But beyond just brewing, these druids leverage fermentation as a magical effect, harnessing the passage of time on organic materials to reap its benefits while wielding its dangers, like rot, to inflict harm upon their enemies. The circle is guided by an elder known only as Mother, who is the chief fermenter and master of the circle’s starter, an ever-fermenting vat of yeast and bacteria. Every member of the circle receives a vial of the starter, which infuses the druid with the magical effects of fermentation.

As a member of this circle, your magic is influenced by the processes in nature that cause organic material to change. You as well may be at the whim of these unpredictable patterns.

Bonus Proficiency

When you choose this circle at 2nd level, you gain proficiency with artisan’s tools (brewer’s supplies). If you already have this proficiency, you gain proficiency with artisan’s tools (alchemist’s supplies).


Inspired by the bubbling, fizzy side effect of many fermentative processes, you lift and strengthen your comrades’ spirits. Starting at 2nd level, you can use a bonus action to expend one spell slot and touch one creature other than yourself to bestow a pleasant, giddy sensation that improves their stamina and focus. The creature can roll a 1d4 and apply the result to an ability check or saving throw. This Effervescence die lasts for 1 minute or until used, and a creature can have only one such die at a time. You gain an additional die to give away per level of the spell slot expended.

Mother’s Gift

Starting at 2nd level, you can use a vial given to you by Mother. The vial is filled with a sample of the circle’s starter, a slimy, sour?smelling, yeasty mixture. Consuming this starter gives you an additional slot for 1 day. Upon consumption, roll 1d4 to determine how many days the vial takes to refill. The result of this roll also determines the level of the spell slot obtained on consuming the next dose; the result must be of a level you can cast, so if you roll higher, use the highest level you can cast from 1st-4th level. Only you can gain this benefit in consuming this mixture.

Circle Spells

Your connection to wild fermentation in nature grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level, you gain access to circle spells related to alchemy and fermentation. Choose from the list below.

Upon selecting a new circle spell, you always have it prepared and this spell doesn’t count against your daily prepared spells.

Circle of Fermentation Spells
Druid Level Circle Spells
3rd gust of wind, protection from poison
5th plant growth, speak with plants
7th blight, control water
9th contagion, mass cure wounds

Briny Murk

When you reach 6th level, you can use your reaction to saturate the ground around you with a potent brew, creating a noxious, marshy area of difficult terrain in a 20-foot?radius sphere centered on you. Creatures not in contact with the ground are unaffected. You can dismiss the effect as an action. Additionally, you can use a bonus action to expend one spell slot to further charge your briny murk for 1 minute per level of the spell slot expended. When so charged, each creature that is within the area at the start of its turn must succeed on a Constitution saving throw, or their movement is reduced to 0. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

All members of your circle are immune to these effects.

Fermentative Engine

Starting at 10th level, you are immune to necrotic energy, and you can’t be frightened.

Touch of Zymurgy

By 14th level, you have learned to better direct the “strange air” both within you and without. You can use your action to end one condition on yourself or on another creature that you touch.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Section 15: Copyright Notice

Warlock Grimoire 2. Authors: Wolfgang Baur, Celeste Conowitch, David “Zeb” Cook, Dan Dillon, Robert Fairbanks, Scott Gable, Richard Green, Victoria Jaczko, TK Johnson, Christopher Lockey, Sarah Madsen, Greg Marks, Ben McFarland, Kelly Pawlik, Lysa Penrose, Richard Pett, Marc Radle, Hannah Rose, Jon Sawatsky, Robert Schwalb, Brian Suskind, Ashley Warren, Mike Welham. © 2020 Open Design LLC.

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