User:Liebestraume

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Apothecary (5e Class)[edit]

Apothecary[edit]

You are an apothecary. You treat the wounded and sick in a small village amid the babbling brooks of the forests and cities. You are no doctor, nay, dare say not even an alchemist. But what you lack in prowess and magical talent, you take in ten-fold for the wisdom you possess with various animals and plants. While not outright pacifists, those who hold the profession stray away from immediate conflict, using their words to sway those that might prove difficult.


Creating an Apothecary[edit]

When choosing to be an Apothecary, what made your character choose this path? Were you once saved by an adventuring Apothecary inches away from death? Did you live in a small village out in the deepest parts of the forest, and as you grew so did few villagers remain? Were you a young noble in a corrupt and unjust family, drifting away from them and their practices? Do you do this in pursuit of knowledge? or to 'Preserve' the ideals and existence of Apothecaries

Quick Build

You can make an Apothecary quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.


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: Shields and light armor
Weapons: Simple ranged and melee weapons.
Tools: Alchemist's Supplies, Brewer's Supplies, and Herbalism Kit
Saving Throws: Intelligence and Wisdom
Skills: Choose two from the following: Animal Handling, Deception, Insight, Medicine, Nature, Sleight of Hand, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Dagger of Venom(1d6 slashing damage, light, simple weapon)
  • (a) Chain Shirt or (b) Scale Mail
  • (a) A light crossbow with 20 bolts and a dagger or (b) Shield
  • (a) Healer's Kit or (b) Herbalism Kit or (c) Brewer's Supplies or (d) Alchemist's Supplies

Table: The Apothecary

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Apothecary[edit]

At 1st level, you gain proficiency in the Medicine (Wis) skill. If you already had proficiency in this skill, you may double your proficiency bonus in this skill. You also gain advantage on any Medicine (Wis) checks on a number of creature types equal to 1 + your Intelligence Modifier (minimum of 1). The types you may choose from are: Aberrations, Beasts, Celestials, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Plants, or Undead.

On the Field Study[edit]

At 1st level, your experience have made you more effective at healing. Whenever you use your Medicine (Wis) or a healer's kit on a 0 HP creature, the creature regains Hit Points equal to your Intelligence modifier + your Apothecary level. You cannot use this particular feature if you are or the target you are healing is within 5 feet of a hostile creature. You may use this feature on a creature for a number of times equal to their constitution modifier and regain all uses at the end of that creature's next long rest.

Additionally, you can spend 1 hour studying a creature. During your long rest, you can roll a Medicine (Wis) check and must pass a DC of 15. On a success, you temporarily gain advantage in Medicine (Wis) against that creature's type. When studying more than one creature type, they must roll separately. This feature can only be retained by until your next long rest, and must roll another Medicine (Wis) check.


Fundamental Alchemy[edit]

You can brew healing potions during long rest as long as you posses Alchemist's Supplies. These potions act as normal potions you can buy at a shop. You can make an amount of these potions equal to your level divided by 3 (rounded up) + your intelligence modifier (minimum of 2 potions you can make).

Level Fundamental Potions
2nd to 5th Potion of Healing
6th to 10th Potion of Greater Healing or Potion of Resistance
11th to 15th Potion of Superior Healing, Potion of Resistance or Potion of Heroism
16th to 20th Potion of Supreme Healing, Potion of Resistance or Potion of Heroism

Concoction[edit]

As an Apothecary you can create potions and substances from ingredients to aid allies or harm foes in battle. At 3rd Level you gain the ability to produce concoctions during times of in-active combat, unless possessing Battle Brewer. The concoctions effects, range and status effects are affected by it's catalyst and components. After a long rest the Apothecary can harvest Catalyst in the environment based on the table below, it will determine the catalyst you discover during those 8 hours. Catalyst harvested during this time are 1d8+ Apothecary level . 1d10+ Apothecary level at 5th level. 1d12+ Apothecary level at 11th level and 1d15+ Apothecary level at 17th level. Injurious Catalysts damage increases by 4d2+Wis at 5th level, 8d2+Wis at 11th level and 10+Wis at 17th level. You gain components when defeating creatures on the Harvesting Table

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Catalysts Rolls
Soothing Seed 1-25
Soothing Dust 25-50
Injurious Seed 50-75
Injurious Dust 75-100


  • Soothing Seed Mild medicinal component of small volume
Component Concoction Description Effect
Noxroot Curative Balm Restores HP, Cures poisoning Restores 2d4+Wis HP to single ally. Removes Status Poison.
Sleepweed Rousing Balm Restores HP, Wakes Sleeping Restores 2d4+Wis HP to single ally. Removes Sleep
Addlewort Lucid Balm Restores HP, Clears Confusion Restores 2d4+Wis HP to single ally. Remove Confusion
Essence of Grape Healing Balm Restores HP Restores 8d4+Wis HP to single ally
Essence of Plum Inspiriting Balm Restores Spell Slot Restores 1d2 (0-9) Spell Slots
Olive Bloom Vivifying Balm Restores HP, Revives the incapacitated Revives single incapacitated ally and restores 4d4+2 HP to single ally.
Curious Bloom Curious Balm Restores HP, Speeds action next turn Restores 8d4+Wis HP to single ally. Ally turn priority moved to front. Does not supersede initiative of foes.


  • Soothing Dust Mild medicinal component of large volume
Component Concoction Description Effect
Noxroot Curative Mist Restores HP, Cures poisoning Restores 2d4+Wis HP to all allies. Removes Status Poison.
Sleepweed Rousing Mist Restores HP, Wakes Sleeping Restores 2d4+Wis HP to all allies. Removes Sleep
Addlewort Lucid Mist Restores HP, Clears Confusion Restores 2d4+Wis HP to all allies. Remove Confusion
Essence of Grape Healing Mist Restores HP Restores 8d4+Wis HP to all allies
Essence of Plum Inspiriting Mist Restores Spell Slot Restores 1d2 (0-9) Spell Slots to all allies
Olive Bloom Vivifying Mist Restores HP, Revives the incapacitated Revives all incapacitated allies and restores 4d4+2 HP to revived allies.
Curious Bloom Curious Mist Restores HP, Speeds action next turn Restores 8d4+Wis HP to all allies. Removes all current negative status effects and applies Haste for 1 minute

  • Injurious Seed Mild medicinal component of small volume
Component Concoction Description Effect
Noxroot Fiery Powder Single foe, Fire-based attack x2, Occasionally Burns target Deals 3d2+Wis Fire Damage over two turns to a single target, On a failed save they receive an extra 3d4+Wis Fire Damage
Sleepweed Chilling Powder Single foe, Ice-based attack x2, Occasionally Incapacitates Targets Deals 3d2+Wis Ice Damage over two turns to a single target, On a failed save they get incapacitated until the end of their turn.
Addlewort Glimmering Powder Single foe, Radiant-based attack x2, Occasionally Confuses Targets Deals 3d2+Wis Radiant Damage over two turns to a single target. On a failed save they get confused until the end of their turn.
Essence of Grape Kinetic Powder Single foe, Physic-based attack x2, Occasionally Restrains Targets Deals 3d2+Wis Physic Damage over two turns to a single target, On a failed save they get restrained until the end of their turn.
Essence of Plum Shadow Powder Single foe, Necrotic-based attack x2, Occasionally Blinds Targets Deals 3d2+Wis Necrotic Damage over two turns to a single target, On a failed save they get blinded until the end of their turn.
Olive Bloom Poison Powder Single foe, Poison-based attack x2, Occasionally Poisons Targets Deals 3d2+Wis Poison Damage over two turns to a single target, On a failed save they get incapacitated until the end of their turn.
Curious Bloom Adhesive Powder Single foe, Slow down enemy action Deals 3d2+Wis Acid Damage over two turns to a single target, On a failed save they get a (d3) deduction on their initiative.
  • Injurious Dust Mild medicinal component of small volume
Component Concoction Description Effect
Noxroot Fiery Plume All foes, Fire-based attack x2, Occasionally Burns target Deals 3d2+Wis Fire Damage over two turns to all enemies, On a failed save they receive an extra 3d4+Wis Fire Damage
Sleepweed Chilling Plume All foes, Ice-based attack x2, Occasionally Incapacitates Targets Deals 3d2+Wis Ice Damage over two turns to all enemies, On a failed save they get incapacitated until the end of their turn.
Addlewort Glimmering Plume All foes, Radiant-based attack x2, Occasionally Confuses Targets Deals 3d2+Wis Radiant Damage over two turns to all enemies. On a failed save they get confused until the end of their turn.
Essence of Grape Kinetic Plume All foes, Physic-based attack x2, Occasionally Restrains Targets Deals 3d2+Wis Physic Damage over two turns to all enemies, On a failed save they get restrained until the end of their turn.
Essence of Plum Shadow Plume All foes, Necrotic-based attack x2, Occasionally Blinds Targets Deals 3d2+Wis Necrotic Damage over two turns to all enemies, On a failed save they get blinded until the end of their turn.
Olive Bloom Poison Plume All foes, Poison-based attack x2, Occasionally Poisons Targets Deals 3d2+Wis Poison Damage over two turns to all enemies, On a failed save they get incapacitated until the end of their turn.
Curious Bloom Adhesive Plume All foes, Slow down enemy action Deals 3d2+Wis Acid Damage over two turns to all enemies, On a failed save they get a (d3) deduction on their initiative.

Ability Score Increase[edit]

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.

Battle Brewer[edit]

At 5th level, you gain the ability to brew under intense stress. As an action, you can brew a concoction of your choice, to use concoctions brewed this way, a bonus action is used. Concoctions made prior to combat uses bonus actions.

Hale and Hearty[edit]

At 7th level, your body develops an increased ability to absorb more of the remedies you create. Sources directed to you are doubled when being healed or restored.

Vim and Vigor[edit]

At 10th level, The equipping character starts the battle with a permanent Regen HP buff, which heals 10% of their maximum HP after each action they take (including actions from a bonus action). The HP regeneration effect will not stack with any other item or skill which provides this buff to the user, however it will stack with effects that provide flat HP regeneration, such as those found on some equipment.

Harvesters Luck[edit]

At 11th level Increases the amount of components earned from defeating monsters by +10%. This does not increase components earned from other actions. The amount of components awarded for defeating a monster can be found in the table below. You can harvest a number of times equal to your proficiency bonus, and you regain all harvest able creatures when you finish a long rest.

Components Aberration Animal Celestial Construct Dragon Elemental Fey Fiend Giant Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Undead Vermin
Noxroot 2d6 1d5 5d3 2d3-5d7 6d9 3d2 1d1-10d3 (Depending on Type) 2d4 5d2 1d5 1d1-6d7 (Depending on Creature) 3d2-6d5 (Depending on Creature) 1d5 (Dm's Digression) 3d6 1d1 1d1
Sleepweed 3d6 1d3 3d2 2d4 2d1 1d4 3d4 2d3 2d3 - 5d6 1d5 1d2 1d6 3d6 1d5 1d2
Addlewort 1d6 1d1 6d2 d3 3d4 2d3-5d4 2d5 1d1 - 1d3 3d6 2d2 - 5d7 3d6 1d1 1d1
Essence of Grape 5d6 1d1 3d3 2d2 3d4 3d6 2d4 3d6 1d3 1d1 3d6 2d3 1d1 5d7 3d6 2d1 1d1
Essence of Plum 1d1 - 1d1 1d1 - 1d1 1d1 - - - 1d1-1d7 (Depending on Creature CR) 1d1 - 1d4 - - -
Olive Bloom 2d3 1d2 2d3 2d3 2d3 2d3 2d3 2d3 2d3 2d3 2d3 2d3 2d3 2d3 3d6 1d1 1d3
Curious Bloom 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 3d13 1d2 1d2

Resist Ailments[edit]

At 20th level Gains Immunity to poison, sleep, confusion, blindness, silence, terror, and charms.

Apothecary Subclasses[edit]

When you reach 2nd level, you may choose one of the following Professions: The Idealist Scholar, or the Swindling Merchant. Your choice grants different features at 3rd level, and again at 6th, 10th, 14th, and 18th

Surgeon[edit]

The Scholars are those who pride themselves in the knowledge more than the craft, whilst their information is vast, their on-the field experience is questionable. What they lack in experience they make up for mounds and mounds of information regarding the beasts of the world.

Analyze

By 3rd level, Reveals the current and maximum HP along with one randomly chosen unknown weakness of a single foe.

Elemental Augmentation

Beginning at 6th level, you imbue another damage type to the concoctions you create out of combat. This feature is not applicable even if you posses Battle Brewer

Scholarly Enhancement

By 14th level, For 3 turns, spells cast by a single chosen ally thats usually an Area of Effect, will instead be focused on a single foe at increased intensity. (*Wisdom+Apothecary level)

Final Solution

By 18th level, you are able to make the "Final Solution" Once every long rest, when used it grants the creature affected the ability to be healed above their maximum HP.

Surgeon[edit]

The Scholars are those who pride themselves in the knowledge more than the craft, whilst their information is vast, their on-the field experience is questionable. What they lack in experience they make up for mounds and mounds of information regarding the beasts of the world.

Endless Items

By 3rd level, When a character with the skill uses an item, there is a 25% chance the item will not be consumed.

Grows on Trees

Beginning at 6th level, your quick hands and prowess enables you to harvest double the components after you've rolled the die.

Harden Skin

By 14th level, As you begin to develop harder skin you keen senses bartering translates over to when you're on the field. All attacks that would reduce the user's HP below zero will instead leave the user with 1 HP. You can use this feature once, and you regain all expended uses of it when you finish a long rest.

Capricious Concoction

By 18th level, Deal damage from each of the six elements to a single foe in one chosen concoction as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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