Apothecary (5e Class)
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Apothecary
Crafters of Nature
Apothecaries are a gentle bond of druids and alchemists. They have a love of nature and great knowledge of plants. They protect the wilds fiercely with powers granted to them by nature. They also strive to protect their allies by harnessing nature's medicinal properties in potions. Often, they study under druids to learn how to better honor the woods and wilds.
Creating an Apothecary
- Quick Build
You can make an Apothecary quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose a background with either nature or medicine skill proficiencies. Third, choose Poison Ivy for more damage, or Lavender Tea for more healing.
Class Features
As a Apothecary you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Apothecary level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Apothecary level after 1st
- Proficiencies
Armor: light, medium, shield
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemist's Supplies, and Herbalism Kit or Poisoner's Kit
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Martial Weapon or (b) Two Simple Weapons
- (a) A Hand Crossbow and 20 Bolts or (b) A Shortbow and 20 Arrows
- (a) Herbalism Kit or (b) Poisoner's Kit
- Alchemist's Supplies, Leather Armor, Druidic Focus
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Druidic, Spellcasting | 2 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Tool Expertise, Forest Trail | 2 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Apothecary's Remedy | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Apothecary's Remedy feature, One With Nature | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Nature Walk, Apothecary's Remedy feature, Potent Potions | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Grove Sovereign, Apothecary's Remedy feature | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Apothecary Master, Apothecary's Remedy feature | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Mother Nature | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Druidic
Your love of nature has caught the eye of the Druids. They have seen your passion and have taught you their ancient language.
Spellcasting
Your spellcasting draws on the divine essence of nature itself. You choose cantrips and spells from the apothecary's spell list as described at the bottom of the page, as well as any spell or cantrip that handles plants. These spells are considered apothecary spells when cast by you.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your apothecary spells.
Cantrips
At first level, you know two cantrips of your choice from your apothecary spell list. You learn additional apothecary cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Apothecary table.
Spell Slots
The Apothecary table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.
Spells Known of 1st Level and Higher
At first level, you know two 1st-level spells of your choice from the Apothecary spell list. You gain additional spells known as shown on the Apothecary spell list.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since the power of your magic comes from the divine essence of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. Also, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Tool Expertise
At 2nd level, double your proficiency bonus with the tools gained from this class. Use your Wisdom modifier for rolls with these tools when crafting.
Forest Trail
At 2nd level, your connection to the plants of the living world begins to awaken. Difficult terrain caused by plants of any kind now functions as normal terrain for you. Additionally, any areas of plants (such as grass or underbrush) within 10 feet of you function as difficult terrain for enemies. This increases to 15 feet at 6th level, 20 feet at 12th level, and 30 feet at 18th level.
Apothecary's Remedy
At 3rd level, you choose a Remedy. Choose between Poison Ivy or Lavender Tea, both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at levels 6, 10, 13, and 15.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
One With Nature
Starting at 6th level, vine-like patterns begin to emerge on your skin, as well as the appearance of leaves on parts of your body. You gain immunity to disease and resistance to poison damage. Additionally, if you spend at least 4 hours in natural sunlight, you do not have to eat nor drink for that day.
Nature Walk
Starting at 10th level, as a bonus action you may teleport from where you are currently to any point in your Forest Trail. You may also choose to instead teleport to any Large or larger plant within 100 feet of you. You may do this a number of times equal to your Wisdom modifier plus your proficiency bonus, regaining all expended uses on a long rest.
Potent Potions
Starting at 10th level, whenever you craft a potion, that potion gets a boost equal to your wisdom modifier to healing done or damage dealt. If the effect is duration, add double your wisdom modifier in minutes to the duration. You may only choose one of these bonuses every time you craft a potion.
Grove Sovereign
Starting at 14th level you may select two common and one uncommon potion. You can now make them without needing any skill checks and with half the cost of resources (materials, gold, and time).
Apothecary Master
At level 18, you have spent many hours making many replicas of your poisons or potions. You can now create a poison or potion as a bonus action or you deal maximum damage or provide maximum healing instead of rolling. You choose which one you get upon getting this feature. You may do this once per short rest.
Mother Nature
Starting at 20th level, when casting a spell, you may choose to cast the spell as if it originated from any plant within 120 feet of you. Additionally, when using this feature you may choose one sense. For the duration of the casting time, that sense then functions for you as if it originated from the plant. Also, your creature type becomes Plant, and your Wisdom score increases by 4. Your maximum for this score is now 24.
Poison Ivy
Poison Ivy Apothecaries have greater knowledge in the damaging effects of certain plants. They are able to use this knowledge to concoct poisons.
- Deadly Wish
At 3rd level, gain proficiency with Poisoner's Kit.
- Poisons
At 3rd level, you gain the ability to make the following spells into poisons (this is on top of the poisons you can create using the Poisoner's Kit). As you gain levels, you can make more powerful spells into poisons. Poisons can be inhaled or applied to weapons. You can make potions equal to your proficiency bonus + Wisdom modifier, min 1. You can make new potions after a long rest or short rest if you use your Poisoner's Kit with a DC of 18. In addition, you can cast the potion at 30ft, creating a 5ft area where it falls with the effect of the potion, those adjacent to that area must make a Dexterity saving throw from the Apothecary's DC.
Apothecary Level | Poisons |
---|---|
3rd | acid splash, poison spray |
6th | stinking cloud, blight |
9th | cloudkill, contagion |
13th | disintegrate, weird |
- Nature's Thorn
At 6th level, add your Nature skill to your proficiency check with the Poisoner's Kit and Alchemist's Supplies.
- Poison Mastery
Starting at 10th level, whenever you use a poison that deals poison or acid damage, you may ignore resistance to those types of damage and treat immunity as resistance.
- Toxic Grounds
Starting at 14th level, whenever an enemy takes the move action while in contact with the difficult terrain created by your Forest Trail, they must make a Constitution saving throw using your Spell Save DC, or take 1d8+Wis poison damage or be afflicted with the poisoned condition for one minute. On a successful save they suffer no effects. They may remake this saving throw at the end of each of their turns, ending the poisoned condition on a success.
- Noxious Weeds
At 18th level, a ring of small sized fungus and weeds sprout around you with a 30ft radius. Crossing these plants cause them to release spores that force non-plant creatures within 10ft to make a Constitution saving throw against your Spell Save DC or take 1d10 poison damage. These plants stay sprouted for 1d6 rounds.
Lavender Tea
Lavender Tea Apothecaries better understand the healing properties of certain plants. They are able to use this understanding to craft healing potions.
- Healing Prayer
At 3rd level, gain proficiency with Herbalism Kit, if you are already proficient double the proficiency bonus.
- Potions
At 3rd level, you gain the ability to make the following spells into potions (this is on top of the antitoxin and potion of healing you can create using the Herbalism Kit). As you gain levels, you can make more powerful spells into potions. Potions can be ingested, or applied directly to skin. You can make potions equal your proficiency bonus + Wisdom modifier, min 1. You can make new potions after a long rest or short rest if you use your Herbalism Kit with a DC of 18. In addition, you can cast the potion at 30ft, creating a 5ft area where it falls with the effect of the potion.
Apothecary Level | Potions |
---|---|
3rd | cure wounds, healing word |
6th | prayer of healing, lesser restoration |
9th | death ward, revivify |
13th | regenerate, greater restoration |
- Nature's Love
At 6th level, Add your Medicine skill to your proficiency check with the Herbalism Kit and Alchemist's Supplies.
- Greater Healing
At 10th level, you can add your Wisdom modifier to gained HP from your potions. If your Wisdom modifier is already applied, double it.
Lesser and greater restoration now heal your Wisdom modifier in HP.
Death ward and revivify now gain your Wisdom modifier in HP instead of 1.
- Healing Grounds
At 14th level, when an ally is within the area range caused by Forest Trail, they may choose to heal 1d8+wis. They may do this once per encounter.
- Wild Flowers
At 18th level, a ring of small sized flowers sprout around you with a 30ft radius. Allies within the circle can negate 1d10 damage once per round. These plants stay sprouted for 1d6 rounds.
Apothecary Spell List
You may choose from any spells on the Apothecary spell list, as well as any spell or cantrip that handles plants.
- Cantrips
Dancing Light, Druidcraft, Guidance, Light, Mending, Mold Earth, Resistance, Shillelagh, Thorn Whip,
- 1st-Level
Create or Destroy Water, Detect Magic, Detect Poison and Disease, Entangle, Fog Cloud, Goodberry, Purify Food and Drink, Cure Wounds, Healing Word
- 2nd-Level
Barkskin, Blindness/Deafness, Enlarge/Reduce, Hold Person, Locate Animals or Plants, Moonbeam, Spike Growth, Protection from Poison
- 3rd-Level
Aura of Vitality, Counterspell, Create Food and Water, Daylight, Meld into Stone, Plant Growth, Remove Curse, Speak with Animals, Speak with Plants
- 4th-Level
Aura of Life, Aura of Purity, Conjure Minor Elementals, Conjure Woodland Beings, Private Sanctum, Stone Shape, Stoneskin
- 5th-Level
Awaken, Commune with Nature, Conjure Elemental, Hold Monster, Reincarnate, Tree Stride, Wall of Stone
- 6th-Level
Conjure Fey, Find the Path, Heal, Heroes' Feast, Move Earth, Sunbeam, Transport via Plants, Wall of Thorns
- 7th-Level
Resurrection, Divine Word, Etherealness
- 8th-Level
Clone, Control Weather, Earthquake, Sunburst, Tsunami
- 9th-Level
Mass Heal, Power Word Heal, Storm of Vengeance, True Resurrection
Multiclassing
Prerequisites. To qualify for multiclassing into the apotheosis class, you must meet these prerequisites: Wisdom 13.
Proficiencies. When you multiclass into the apotheosis class, you gain the following proficiencies: Light armor, Alchemist's Supplies, and Simple Weapons.
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