# Apothecary



# alienist

Alienist  
An Alienist seeks to master the mysteries of the mind. Having devoted  
years to studying the inner workings of the brain, and unlocking  
its latent potential, an Alienist is able to read and manipulate the  
thoughts of others, and bend reality itself. They tap into unfathomable  
realities and shift the world to their will using the psychic energies they  
call upon from eldritch lore and arcane knowledge.  
Advanced Psychology  
1st-level Alienist feature  
You learn the eldritch blast cantrip. You gain proficiency in  
the Arcana skill. If you already have this proficiency, you gain  
proficiency with another skill of your choice.  
Alienist Spells  
1st-level Alienist feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Alienist Spells table. These  
spells count as apothecary spells for you, but they don’t count  
against the number of apothecary spells you prepare.  
Alienist Spells  
Apothecary Level Spell  
1st charm person, hideous laughter  
3rd detect thoughts, suggestion  
5th hypnotic pattern, major image  
7th arcane eye, dimension door  
9th animate objects, modify memory  
Mental Influence  
3rd-level Alienist Feature  
You have studied hard to unlock the deepest recesses of your  
psyche, unleashing untapped psychic potential within yourself.  
This energy is represented by a pool of Psychic Points. You have  
four psychic points. You gain two more at 6th level, another two  
at 10th, and two more again at 14th level, which you can expend  
to use the various psionic powers you have detailed below.  
If you have expended all your Psychic Points, you cannot use  
these powers. You regain all your expended Psychic Points when  
you finish a short or long rest.  
h Cerebral Breakthrough. When you cast an apothecary  
spell that deals damage, you can expend a Psychic Point to  
re-roll any number of the dice. You must use the new rolls.  
h Mind Over Matter. Whenever you take damage, you can  
use your reaction and expend a Psychic Point, reducing the  
damage taken by an amount equal to your apothecary level.  
h Mind Whisperer. When you cast an apothecary spell which  
does not deal damage, you may spend a psychic point to cast  
it without any somatic or verbal components.  
Metaphysical Tether  
3rd-level Alienist feature  
As an action, you can touch a willing creature to create a psychic  
link with it which lasts a number of hours equal to your  
Apothecary level or until you end the link (no action required) .  
The maximum number of links you can have at any time is  
equal to your proficiency bonus. All the creatures tethered in  
this way can communicate telepathically with one another as  
long as they are within 100 feet of each other.  
Chapter 3: Drakkenheim Characters 141  
Force Manipulation  
6th-level Alienist feature  
Your mental prowess allows you to control the very fabric of  
your own reality around you, allowing you to defy gravity and  
push yourself through the air using only your mind. As a bonus  
action, you can expend. a psychic point to give yourself a  
flying speed equal to your walking speed for 1 minute, during  
which you can hover.  
Mental Magic  
10th-level Alienist feature  
You gain new ways to use your latent psychic powers to manipulate  
the essence of your spells and spellcasting. You gain three  
new ways to use your Psychic Points:  
h Prescribed Effects. Once per turn when a target you can see  
within 30 feet of you succeeds on an Intelligence, Wisdom, or  
Charisma saving throw against a spell you cast, you can expend  
a Psychic Point to fill its mind with scrambled psionic energy,  
forcing it to reroll the d20 and use the lower roll for its saving  
throw, possibly turning a success into a failure.  
h Mentally Prepared. Once per turn, when a target you can  
see within 30 feet of you, including yourself, fails an Intelligence,  
Wisdom, or Charisma saving throw, you can use a Psychic  
Point and add your Intelligence modifier to the creature’s  
saving throw, potentially turning the failure into a success.  
h Fight or Flight Response. As a bonus action, you  
can expend a Psychic Point and teleport up to 30 feet to  
an unoccupied space you can see. You immediately gain  
temporary hit points equal to twice your intelligence modifier.  
Self-Diagnosis  
14th-level Alienist feature  
If you have no Psychic Points remaining, you can use an bonus  
action and expend a spell slot to regain 1d4 Psychic Points.  
You also gain two additional psychic features:  
h Careful Examination. Whenever you cast a spell which  
restores hit points to a creature, you may expend a Psychic Point.  
If you do, all creatures targeted by the spell regain an additional  
amount of hit points equal to twice your Intelligence modifier.  
h Enhanced Cerebellum. When you cast any spell of 1st  
level or higher from your Alienist Spells feature, you can  
cast it by expending a spell slot as normal or by spending a  
number of psychic points equal to the spell’s level.  
Impenetrable Mind  
18th-level Alienist feature  
You are resistant to psychic damage and immune to being  
charmed or frightened. Magic cannot put you to sleep and you  
have advantage on saving throws against spells that attempt  
to read your thoughts or control your mind or actions, such as  
dominate person. Additionally, when you use the Self-Diagnosis  
feature to regain Psychic Points using a spell slot, you now  
regain Psychic Points equal to the spell’s level.

# Apothecary Esoteric Theories

Apothecaries develop esoteric theories during their adventures  
and experiments, representing their own unique synthesis of  
medical and occult practices. The description of each esoteric  
theory details the benefits you gain from selecting that theory.  
Some esoteric theories specify a minimum apothecary level.  
You can’t learn such an esoteric theory until you are at least that  
level. Unless an esoteric theory’s description says otherwise, you  
can’t learn an esoteric theory more than once.

##### Acquired Tolerance

You have advantage on saving throws against poison, and you  
gain resistance to poison damage. In addition, you automatically  
succeed on saving throws against your own apothecary spells,  
and never take damage from your own apothecary spells.

##### Adrenaline Surge

Prerequisites: 6th-level apothecary  
A creature at 0 hit points who regains hit points from a spell you  
cast using an apothecary spell slot gains resistance to all damage  
and has advantage on saving throws until the end of its next turn.  
It gains advantage on the first attack roll it makes on its next turn.

##### Anatomical Precision

When you make a weapon attack, you can use your Intelligence  
modifier, instead of Strength or Dexterity, for the attack and  
damage rolls.

##### Anesthesiology

Prerequisites: 14th-level apothecary  
You can cast hold person without expending a spell slot or  
requiring material components. You must finish a long rest  
before you can use this theory on the same creature again.

##### Bedside Manner

You gain proficiency in the Insight and Persuasion skills. Your  
proficiency bonus is doubled for any ability check you make that  
uses either of these skills.

##### Caustic Formulae

Prerequisites: 6th-level apothecary  
Once per turn when you deal damage to a creature or object  
with an apothecary spell, you can expend an apothecary spell  
slot to deal 2d4 extra acid damage to that target, plus another  
2d4 per level of the spell slot.

##### Clinical Conditioning

Prerequisites: 6th-level apothecary  
You gain proficiency in Constitution saving throws.

##### Combat Medic

You gain proficiency with martial weapons and shields.

##### Corrosive Compound

Prerequisites: 6th-level apothecary  
When you deal poison damage with your apothecary spells, you  
can choose to deal half the spell’s damage as poison damage and  
half the spell’s damage as acid damage instead.

##### Cosmetic Surgery

You can spend 8 hours performing an occult surgical procedure  
upon a willing creature, permanently transforming its appearance.  
You decide what the creature looks like, including facial  
features, the sound of its voice, hair length, coloration, and  
distinguishing characteristics, but none of its game statistics  
change. You can’t alter the size of a creature, and its basic shape  
stays the same. The resulting transformation is non-magical,  
however, a greater restoration spell or similar magic cast upon  
the creature can restore it to its original appearance.

##### Critical Condition

Prerequisites: 6th-level apothecary  
When a creature rolls a natural 1 on a saving throw made against  
one of your apothecary spells that deals damage, roll all of the  
spell’s damage dice twice and add them together. Then add  
any relevant modifiers as normal to determine the damage that  
creature takes from the spell.

##### Diagnosis

You can take the Help action as a bonus action on your turn.

##### Doctor’s Note

Prerequisites: 6th-level apothecary  
You can cast the sending spell at-will. You must finish a long rest  
before you can use this theory to contact the same creature again.

##### Double Dose

Prerequisites: 10th-level apothecary  
When you cast an apothecary spell using an apothecary spell  
slot that targets a single creature and restores hit points to that  
creature, you can target an additional creature within range.

##### Extracurricular Research

You learn two additional cantrips of your choice from any class’s  
spell list. These cantrips become apothecary cantrips for you.

##### Inoculation

You have resistance to necrotic damage, and your hit point maximum  
can’t be reduced. In addition, you are immune to diseases.

##### Interdisciplinary Practice

Prerequisites: 14th-level apothecary  
When you use your action to cast a spell, you can make one  
weapon attack as a bonus action.

##### Laboratory Assistant

You learn the spell find familiar, and always have this spell  
prepared. It doesn’t count against the number of apothecary  
spells you can prepare.

##### Liability Insurance

Prerequisites: 14th-level apothecary  
You can cast contingency once on yourself without material  
components. You can’t do so again until you finish a long rest.

##### Medical Expertise

You gain proficiency in the Medicine and Nature skills. Your proficiency  
bonus is doubled for any ability check you make that uses  
either of these skills.

##### Medical Lexicon

You learn six languages of your choice. You can cast detect poison  
and disease at will.

##### Nerve Agent

Prerequisites: 14th-level apothecary  
When you deal poison damage with your apothecary spells, you  
can choose to deal psychic damage instead.

##### Noxious Blood

Prerequisites: 6th-level apothecary  
When a creature hits you with a melee attack while within  
5 feet of you, it takes poison damage equal to 1d6 + your Constitution modifier.

##### Pharmacology

When you cast a spell using an apothecary spell slot or your Greater  
Formula feature which restores hit points to a creature, the creature  
regains additional hit points equal to your Intelligence modifier.

##### Physiological Analysis

If you spend at least 1 minute observing or interacting with  
another creature outside combat, you can learn certain  
information about its physiology. The Game Master reveals to  
you two of the following characteristics of your choice:  
h Any one ability score  
h Armor Class  
h Current hit points  
h Resistances (if any)  
h Immunities (if any)  
h Vulnerabilities (if any)  
Alternatively, you can spend 1 minute observing a corpse.  
After 1 minute, you determine the cause of death.

##### Practical Resuscitation

Prerequisites: 10th-level apothecary  
When you cast a spell that has the sole effect of restoring a  
creature to life (but not undeath), such as raise dead, you don’t  
need material components to cast the spell if the creature has  
died within the past hour.

##### Putrefaction

Your apothecary spells and abilities ignore undead creatures’  
resistance or immunity to poison damage and immunity to the  
poisoned condition.

##### Rapid Response

When you cast an apothecary spell that restores hit points to a  
creature, before or after casting the spell, you can move your  
speed without provoking opportunity attacks.

##### Routine Procedure

Prerequisites: 10th-level apothecary  
You can cast lesser restoration at-will without expending a spell slot.

##### Stolen Secrets

Prerequisites: 10th-level apothecary  
You learn one spell from any class’s spell list. It must be of a level  
for which you have apothecary spell slots or lower. The spell is  
treated as an apothecary spell for you, and doesn’t count against  
the number of apothecary spells you know.

##### Subject Preparation

Prerequisites: 10th-level apothecary  
When you hit a creature with a melee weapon attack, that creature  
has disadvantage on the next saving throw it makes against  
an apothecary spell you cast before the end of your next turn.

##### Surgeon’s Instinct

You have blindsight out to a range of 10 feet.

##### Surgical Strikes

Prerequisites: 6th-level apothecary  
You can attack twice, instead of once, when you take the Attack  
action on your turn.

##### Toxicology

Prerequisites: 6th-level apothecary  
You add your Intelligence modifier to the damage rolls of spells  
that deal poison damage.

##### Triage

You learn the spare the dying cantrip if you don’t know it  
already. When you cast this cantrip, it has a range of 60 feet.

##### Unfailing Focus

Prerequisites: 6th-level apothecary  
When you fail a Constitution saving throw to maintain concentration  
on an apothecary spell, you can choose to succeed  
instead. Once you use this feature, you can’t do so again until  
you finish a short or long rest.

##### Venomous Instruments

Prerequisites: 10th-level apothecary  
When you hit a creature with a weapon attack, the creature  
takes extra poison damage equal to your Intelligence modifier.

##### Virulence

When you roll a 1 on a damage die for an apothecary spell that  
deals poison damage, you can reroll the die. You must use the  
new result, even if the new roll is a 1.

##### Vital Signs

When a creature you can see within 30 feet of you fails a saving  
throw or death saving throw, you can use your reaction to add  
your Intelligence modifier to the creature’s roll, potentially  
turning a failure into a success. You must finish a short rest  
before you can use this theory on the same creature again.

##### Vivisection

Prerequisites: 6th-level apothecary  
Your weapon attacks score a critical hit on a 19 or 20.

# Apothecary features

##### Apothecary Magic

Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the apothecary spell list.  
**Formula Book**  
You have a book or collection of notes that you study to prepare  
your apothecary spells, develop your esoteric theories, and  
record your occult practices. You may use your formula book  
as an arcane focus for your apothecary spells. You may describe  
this book any way you like. Some examples of your book’s  
appearance include:  
h A large leatherbound tome with yellowing pages bound shut  
with an iron lock  
h A scattered assortment of scribbled notes loosely held together  
by rope  
h A pristine journal with perfect edges and beautiful penmanship  
h A leather briefcase with two small golden locks  
h A medical bag with surgical symbols on the sides  
h A beat-up satchel slung over one shoulder with vials and  
bottles poking out of every pocket  
If the book is destroyed or lost, you can recreate it using inks  
and paper during a long rest.  
**Cantrips**  
You know three cantrips of your choice from the 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.  
Elementary Reformulation. Whenever you finish a  
long rest and consult your formula book, you can replace one  
apothecary cantrip you know with another cantrip from the  
apothecary spell list.  
**Preparing and Casting Spells**  
The Apothecary table shows how many spell slots you have to  
cast your apothecary spells of 1st through 5th level. The table  
also shows what the level of those slots is; all of your spell slots  
are the same level. To cast one of your apothecary spells of 1st  
level or higher, you must expend a spell slot. You regain all  
expended spell slots when you finish a short or long rest.  
You prepare the list of apothecary spells that are available  
for you to cast, choosing from the apothecary spell list. When  
you do so, choose a number of apothecary spells equal to your  
Intelligence modifier + your apothecary level (minimum of one  
spell). A spell you prepare must be of a level no higher than  
what’s shown in the Apothecary table’s Slot Level column for  
your level.  
For example, if you are a 5th-level apothecary, you have  
three 3rd-level spell slots. With an Intelligence of 16, your list of  
prepared spells can include eight spells of 1st, 2nd, or 3rd level,  
in any combination. To cast the 1st-level spell cure wounds, you  
must spend one of those slots, and you cast it as a 3rd-level spell.  
Casting a spell doesn’t remove it from your list of prepared spells.  
You can change your list of prepared spells when you finish  
a long rest. Preparing a new list of apothecary spells requires at  
least 1 minute per spell level for each spell on your list.  
Spellcasting Ability  
Intelligence is your spellcasting ability for your apothecary spells,  
since you learn your spells through dedicated study and occult  
knowledge. You use your Intelligence whenever a spell refers to  
your spellcasting ability. In addition, you use your Intelligence  
modifier when setting the saving throw DC for an apothecary  
spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus  
\+ your Intelligence modifier  
Spell attack modifier = your proficiency bonus  
\+ your Intelligence modifier  
**Ritual Casting**  
You can cast an apothecary spell as a ritual if that spell has the  
ritual tag and you have the spell prepared.  
**Spellcasting Focus**  
You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells.

##### Occult Practices

At 1st level, you take up one of the Occult Practices, a chosen  
discipline which defines your ongoing research of the body and  
spirit: [the Alienist](https://dnd.andrej-katic.from.hr/books/classes/page/alienist), [the Chemist](https://dnd.andrej-katic.from.hr/books/classes/page/chemist), [the Exorcist](https://dnd.andrej-katic.from.hr/books/classes/page/exorcist), [the Mutagenist](https://dnd.andrej-katic.from.hr/books/classes/page/mutagenist),  
[the Pathogenist](https://dnd.andrej-katic.from.hr/books/classes/page/pathogenist), or [the Reanimator](https://dnd.andrej-katic.from.hr/books/classes/page/reanimator-oux).  
Your choice grants you additional proficiencies and an  
expanded spell list at 1st level, and additional class features at  
3rd, 6th, 10th, 14th, and 18th level.

##### Esoteric Theories

You have discovered [esoteric theories](https://dnd.andrej-katic.from.hr/books/classes/page/apothecary-esoteric-theories), scraps of forbidden lore  
that you can use to augment your magical abilities.  
At 2nd level, you gain two esoteric theories of your choice. Your  
theory options are detailed at the end of the class description.  
When you gain certain apothecary levels, you gain additional theories  
of your choice, as shown in the Theories Known column of  
the Apothecary table. Additionally, when you gain a level in this  
class, you can choose one of the theories you know and replace it  
with another theory that you could learn at that level.

##### Ability Score Improvement

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.  
Using the optional feats rule, you can forgo taking this feature  
to take a feat of your choice instead.

##### Greater Formula

At 11th level, you discover a magical secret called a Greater  
Formula. Choose one 6th-level spell from the apothecary spell  
list as this formula.  
You can cast your Greater Formula once without expending a  
spell slot. You must finish a long rest before you can do so again.  
At higher levels, you gain more apothecary spells of your  
choice that can be cast in this way: one 7th-level spell at 13th  
level, one 8th-level spell at 15th level, and one 9th-level spell at  
17th level. You learn an additional 6th level spell at 19th level,  
and an additional 7th level spell at 20th level.  
You regain all uses when you finish a long rest.  
Master Reformulation. Whenever you finish a long rest  
and consult your formula book, you can replace one spell you  
gained from this feature with another spell of the same level  
from the Apothecary spell list.

##### Miraculous Recovery

At 20th level, you can spend 5 minutes channeling power into a  
number of creatures (which can include yourself) equal to your  
Intelligence modifier to facilitate an abnormally fast recovery.  
You must tend to the creatures during this period, using a healer’s  
kit with at least one use remaining. The targets regain hit  
points, spell slots, hit dice, and other abilities as if they completed  
a long rest. A creature can only benefit from one Miraculous  
Recovery in a 24-hour period. Once you use this feature, you  
can’t do so again until you finish a long rest.

Optional Rule: Multiclassing  
If you allow characters to use the Multiclassing optional rules,  
here are the requirements for multiclassing with the Apothecary  
Ability Score Minimum. Multiclass characters must meet  
ability score prerequisites for both their current class(es) and  
their new one. Taking multiclass levels as an Apothecary  
requires an Intelligence score of 13 or higher.  
Proficiencies. If apothecary isn’t your initial class, when you  
take your first level as an apothecary you gain proficiency in  
light armor and one tool proficiency of your choice.  
Apothecary Magic. If you have both the Spellcasting class  
feature and the Apothecary Magic class feature, you can use the  
spell slots you gain from the Apothecary Magic feature to cast  
spells you know or have prepared from classes with the Spellcasting  
class feature, and you can use the spell slots you gain from the  
Spellcasting class feature to cast apothecary spells you know.  
Esoteric Theories. Meeting the prerequisites for Esoteric  
Theories is based on total apothecary levels, not the overall  
character level. In addition, the Surgical Strikes esoteric theory  
does not give you additional attacks if you have the Extra  
Attack class feature.

# Apothecary overview

##### Class Features

As an apothecary, you gain the following class features:  
Hit Points  
Hit Dice: 1d8 per apothecary level  
Hit Points at 1st Level: 8 + your Constitution modifier  
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution  
modifier per apothecary level after 1st  
Proficiencies  
Armor: light armor, medium armor  
Weapons: simple weapons, short swords, hand crossbows  
Tools: any tool proficiency, plus another of your choice from the following: poisoner’s kit, herbalism kit, or alchemist’s supplies.  
Saving Throws: Intelligence, Wisdom  
Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Religion  
Equipment  
You start with the following equipment, in addition to the equipment granted by your background:  
h a light crossbow and 20 bolts, a shortsword, or any simple weapon  
h a component pouch or an arcane focus  
h a scholar’s pack or a dungeoneer’s pack  
h hide armor, any simple weapon, and two daggers  
h A healer’s kit

### Apothecary

<div class="overflow-x-auto contain-inline-size" id="bkmrk-level-proficiency-bo"><table data-end="3179" data-start="123"><thead data-end="259" data-start="123"><tr data-end="259" data-start="123"><th class="align-center" data-end="131" data-start="123">Level</th><th class="align-center" data-end="151" data-start="131">Proficiency Bonus</th><th class="align-center" data-end="197" data-start="151">Features</th><th class="align-center" data-end="214" data-start="197">Cantrips Known</th><th class="align-center" data-end="228" data-start="214">Spell Slots</th><th class="align-center" data-end="241" data-start="228">Slot Level</th><th class="align-center" data-end="259" data-start="241">Theories Known</th></tr></thead><tbody data-end="3179" data-start="399"><tr data-end="537" data-start="399"><td class="align-center">1</td><td class="align-center">+2</td><td class="align-center">[Apothecary Magic](https://dnd.andrej-katic.from.hr/link/315#bkmrk-apothecarylevel-prof), [Occult Practice](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">3</td><td class="align-center">1</td><td class="align-center">1st</td><td class="align-center">—</td></tr><tr data-end="676" data-start="538"><td class="align-center">2</td><td class="align-center">+2</td><td class="align-center">[Esoteric Theories](https://dnd.andrej-katic.from.hr/link/315#bkmrk-esoteric-theories)</td><td class="align-center">3</td><td class="align-center">2</td><td class="align-center">1st</td><td class="align-center">2</td></tr><tr data-end="815" data-start="677"><td class="align-center">3</td><td class="align-center">+2</td><td class="align-center">[Occult Practice Feature](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">3</td><td class="align-center">2</td><td class="align-center">2nd</td><td class="align-center">2</td></tr><tr data-end="954" data-start="816"><td class="align-center">4</td><td class="align-center">+2</td><td class="align-center">Ability Score Improvement</td><td class="align-center">4</td><td class="align-center">2</td><td class="align-center">2nd</td><td class="align-center">3</td></tr><tr data-end="1093" data-start="955"><td class="align-center">5</td><td class="align-center">+3</td><td class="align-center">—</td><td class="align-center">4</td><td class="align-center">3</td><td class="align-center">3rd</td><td class="align-center">3</td></tr><tr data-end="1232" data-start="1094"><td class="align-center">6</td><td class="align-center">+3</td><td class="align-center">[Occult Practice Feature](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">4</td><td class="align-center">3</td><td class="align-center">3rd</td><td class="align-center">4</td></tr><tr data-end="1371" data-start="1233"><td class="align-center">7</td><td class="align-center">+3</td><td class="align-center">—</td><td class="align-center">4</td><td class="align-center">3</td><td class="align-center">4th</td><td class="align-center">4</td></tr><tr data-end="1510" data-start="1372"><td class="align-center">8</td><td class="align-center">+3</td><td class="align-center">Ability Score Improvement</td><td class="align-center">4</td><td class="align-center">3</td><td class="align-center">4th</td><td class="align-center">5</td></tr><tr data-end="1649" data-start="1511"><td class="align-center">9</td><td class="align-center">+4</td><td class="align-center">—</td><td class="align-center">4</td><td class="align-center">4</td><td class="align-center">5th</td><td class="align-center">5</td></tr><tr data-end="1788" data-start="1650"><td class="align-center">10</td><td class="align-center">+4</td><td class="align-center">[Occult Practice Feature](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">5</td><td class="align-center">4</td><td class="align-center">5th</td><td class="align-center">6</td></tr><tr data-end="1927" data-start="1789"><td class="align-center">11</td><td class="align-center">+4</td><td class="align-center">[Greater Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (6th)</td><td class="align-center">5</td><td class="align-center">4</td><td class="align-center">5th</td><td class="align-center">6</td></tr><tr data-end="2066" data-start="1928"><td class="align-center">12</td><td class="align-center">+4</td><td class="align-center">Ability Score Improvement</td><td class="align-center">5</td><td class="align-center">4</td><td class="align-center">5th</td><td class="align-center">7</td></tr><tr data-end="2205" data-start="2067"><td class="align-center">13</td><td class="align-center">+5</td><td class="align-center">[Greater Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (7th)</td><td class="align-center">5</td><td class="align-center">5</td><td class="align-center">5th</td><td class="align-center">7</td></tr><tr data-end="2344" data-start="2206"><td class="align-center">14</td><td class="align-center">+5</td><td class="align-center">[Occult Practice Feature](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">5</td><td class="align-center">5</td><td class="align-center">5th</td><td class="align-center">8</td></tr><tr data-end="2483" data-start="2345"><td class="align-center">15</td><td class="align-center">+5</td><td class="align-center">[Greater Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (8th)</td><td class="align-center">5</td><td class="align-center">5</td><td class="align-center">5th</td><td class="align-center">8</td></tr><tr data-end="2622" data-start="2484"><td class="align-center">16</td><td class="align-center">+5</td><td class="align-center">Ability Score Improvement</td><td class="align-center">5</td><td class="align-center">5</td><td class="align-center">5th</td><td class="align-center">9</td></tr><tr data-end="2761" data-start="2623"><td class="align-center">17</td><td class="align-center">+6</td><td class="align-center">[Greater Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (9th)</td><td class="align-center">5</td><td class="align-center">6</td><td class="align-center">5th</td><td class="align-center">9</td></tr><tr data-end="2900" data-start="2762"><td class="align-center">18</td><td class="align-center">+6</td><td class="align-center">[Occult Practice Feature](https://dnd.andrej-katic.from.hr/link/315#bkmrk-occult-practices)</td><td class="align-center">5</td><td class="align-center">6</td><td class="align-center">5th</td><td class="align-center">10</td></tr><tr data-end="3040" data-start="2901"><td class="align-center">19</td><td class="align-center">+6</td><td class="align-center">Ability Score Improvement; [Add. Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (6th)</td><td class="align-center">5</td><td class="align-center">6</td><td class="align-center">5th</td><td class="align-center">10</td></tr><tr data-end="3179" data-start="3041"><td class="align-center">20</td><td class="align-center">+6</td><td class="align-center">[Miraculous Recovery](https://dnd.andrej-katic.from.hr/link/315#bkmrk-miraculous-recovery); [Add. Formula](https://dnd.andrej-katic.from.hr/link/315#bkmrk-greater-formula) (7th)</td><td class="align-center">5</td><td class="align-center">6</td><td class="align-center">5th</td><td class="align-center">11</td></tr></tbody></table>

</div>Creating an Apothecary  
When you set out to create an apothecary, the most important question is to decide your path of study. What is it that drives you to seek knowledge? Are you working in the service of good?  
Is your life dedicated to helping those in need? By studying poisons, diseases, occult lore, and forbidden knowledge, do you hope to help the sick and wounded? Perhaps you aim to save someone you care about, or protect your kingdom or homeland from the evils of this world. Or maybe your studies are more dangerous in nature. Do you set out on adventure to test your dangerous chemical formulae? Do you see each monster or enemy as a test subject for your concoctions and spells?  
All apothecaries share a search for knowledge, and dabble in forbidden lore and occult practices. Although many in their practice are happy to sell their services or potions in cities or to well-paying nobles and kings, some are called to adventure, setting out on the endless hunt for knowledge. Others work as investigators and researchers. Many apothecaries see adventure as a means to perform direct field research, perfect their skills, and test the true potential of their theories.

Quick Build

You can make an apothecary quickly by following these suggestions.  
h First, Intelligence should be your highest ability score, followed by Constitution.  
h Second, choose your character ancestry and background.  
h Third, choose the poison needle\* and spare the dying cantrips, along with the 1st-level spells envenom\* and healing word.

Apothecaries in Drakkenheim

Apothecaries can be found throughout the continent in many forms. The term is broadly used to describe many magic-adjacent professions found on the continent and the vast array of possible fields of study is ever expanding.  
The Amethyst Academy has departments of apothecaries managing their labs and research centers. Within their many schools and strongholds, they teach advanced sciences and using magic to better understand the body and mind, and the various modern medical practices that can be combined with magic to save lives — or end them.  
Not all apothecaries are mageborn. The broad term has been used to describe several practices that combine herbal ingredients, chemicals, and poisons with biological study to induce outcomes similar to the effects of evocation or necromantic magic.

 Pathogenists

working in distant labs perform studies to create new powerful strains of disease and poison. Chemists find ways to surpass the potency of mageborn spellcasting with the right dose of chemicals for their explosive and destructive results. Other Mutagenists working with the mutating effects of delerium seek to control and isolate the elements of mutation and apply them in a more controlled manner. There are even reports of apothecaries who are studying techniques to unlock the potential of the mind. These Alienists have caused a stir amongst nobles, mages, and clergy for their ability to tap into mental capabilities that mirror magic, without requiring a mageborn’s lineage.  
Secretive reanimators pursue grisly studies into the realms of death and undeath, mimicking necromantic magic using little more than new science and invention. There are apothecaries working under the Sacred Flame as exorcists, channeling their occult knowledge and research into helping rid holy sites of undead, dispatch unwanted spirits, and remove terrible curses.  
Apothecaries are found on every continent; whether mageborn or not, many are skilled academics who have a keen mind for pushing the boundaries of science. These researchers have found themselves on the path of the apothecary, lending their aid to cities and towns throughout the continent, and occasionally bringing unique chemical warfare to the battlefield of great wars.

Personality Traits

1 I often use big scientific words; I just can’t help but to embellish my superior intellect.  
2 I have a dark sense of humor. Often my jokes fall flat on those who do not share in my macabre ideals.  
3 I mutter to myself constantly. Years in the lab have meant that I am accustomed to speaking mostly to myself.  
Ideals  
1 Science. To push the boundaries of mortal capabilities is a reason to live, and a worthy legacy to leave behind.  
2 Education. If I can share the great secrets I learn with others, the world will be better for it.  
3 Power. Mageborn think they hold all the cards, but the power we can unlock through occult practice and advanced study will surpass any silly fireball-throwing mage.

Bonds

1 I was laughed at for my passion for study. I want to prove to the world how great science can be.  
2 There are secrets of this world capable of unlocking vast mortal potential — I will discover them.  
3 My mentor was a great genius. I want to finish the work they started.

Flaws

1 Sometimes you have to make sacrifices to prove a hypothesis. Sometimes those sacrifices are people’s lives. A worthy cost for science, no?  
2 I obsess over my theories and discovering occult lore; occasionally it is all consuming.  
3 I scoff at mages and their petty parlor tricks. They cannot fathom the pow er we can wield if we simply seek it.

Personal Quest

1 I must collect blood samples of the five chromatic dragons in order to perfect the ultimate concoction.  
2 I will be the first non-mageborn to prove the potential of scientific study and join the Amethyst Academy elite.  
3 The falling star that struck Drakkenheim is sure to have unfathomable potential for my study. I must collect a shard from the source in the heart of the crater.

# Apothecary Spell List

Below is the list of spells you consult when you learn an apothecary spell. The list is organized by spell level, not character level. If a  
spell can be cast as a ritual, the ritual tag (r) appears after the spell’s name.  
Each spell is in the Fifth Edition core rules, unless it has one asterisk, which indicates that it is a new spell described in Chapter  
4 of this book. Apothecaries may also learn any Contaminated Spell, a new type of spell found in chapter 4 of this book. Contaminated  
Spells are available to apothecaries only if found during their adventures, and cannot be chosen normally.

  
**Cantrips**

Acid Burn\*  
Acid Splash  
Bacterial Barrage\*  
Chill Touch  
Guidance  
Light  
Mending  
Message  
Poison Needle\*  
Poison Spray  
Resistance  
Shocking Grasp  
Spare the Dying  
Thaumaturgy

**1st Level**

Acrid Orb\*  
Alarm (r)  
Comprehend Languages (r)  
Create or Destroy Water  
Cure Wounds  
Detect Evil and Good  
Detect Magic (r)  
Detect Poison and Disease (r)  
Envenom\*  
False Life  
Feather Fall  
Floating Disk (r)  
Fog Cloud  
Grease  
Healing Word  
Hideous Laughter  
Identify (r)  
Illusory Script (r)  
Infect\*  
Jump  
Purify Food and Drink (r)  
Sleep  
Stream of Consumption\*  
Toxic Shield\*  
Unseen Servant (r)

**2nd Level**

Acid Arrow  
Aid  
Biohazard\*  
Blindness/Deafness  
Caustic Grip\*  
Enhance Ability  
Enlarge/Reduce  
Gentle Repose (r)  
Grasping Ghost\*  
Hold Person  
Invigorate\*  
Lesser Restoration  
Ocular Necrosis\*  
Protection from Poison  
Ray of Enfeeblement  
See Invisibility  
Silence (r)  
Spider Climb  
Web

**3rd Level**

Bestow Curse  
Corrosive Blast\*  
Dispel Magic  
Fear  
Fetid Blade\*  
Gaseous Form  
Glyph of Warding  
Haste  
Hypnotic Pattern  
Magic Circle  
Mass Healing Word  
Pestilence\*  
Purge Contamination\*  
Protection from Energy  
Remove Curse  
Revivify  
Sending  
Slow  
Speak with Dead  
Stinking Cloud  
Tranquilizing Toxin\*  
Vampiric Touch  
Venomous Aura\*  
Water Breathing (r)

**4th Level**

Black Tentacles  
Blight  
Blood Worm\*  
Corpse Explosion\*  
Corrupting Spores\*  
Death Ward  
Freedom of Movement  
Last Rites\*  
Poison Wave\*  
Polymorph  
Stoneskin  
Vitriol Ichor\*

**5th Level**

Acid Rain\*  
Antilife Shell  
Cloudkill  
Contact Other Plane (r)  
Greater Restoration  
Hold Monster  
Mass Cure Wounds  
Nerve Gas\*  
Raise Dead  
Scrying  
Septic Shock\*  
Telepathic Bond (r)  
Teleportation Circle  
Toxic Barrage\*

**6th Level**

Chain Lightning  
Circle of Death  
Create Undead  
Disintegrate  
Eyebite  
Flesh to Stone  
Globe of Invulnerability  
Harm  
Heal  
Mephitic Vapors\*  
True Seeing  
Vile Necrosis\*

**7th Level**

Etherealness  
Finger of Death  
Forcecage  
Miasma\*  
Plane Shift  
Prismatic Spray  
Grievous Wounds\*  
Regenerate  
Resurrection

**8th Level**

Antimagic Field  
Antipathy/Sympathy  
Breath of Nightshade\*  
Clone  
Dominate Monster  
Feeblemind  
Mind Blank  
Plague Wind\*  
Power Word Stun

**9th Level**

Astral Projection  
Foresight  
Mass Heal  
Pandemic\*  
Power Word Kill  
Time Stop  
Touch of Death\*  
True Polymorph  
True Resurrection

# chemist

Chemist  
A Chemist is a studied scientist whose advanced research in to  
chemical compounds has granted them the ability to terrorize their  
enemies with alchemical explosions, devastating gasses, and other  
horrific concoctions. Chemists love testing their new compounds in  
the field, and are always keen to advance their study and research  
further, finding new combinations to combust their foes with.  
Chemical Compound  
1st-level Chemist feature  
You gain proficiency in alchemist’s supplies if you do not already  
have it. You also learn the firebolt cantrip and one additional  
evocation cantrip of your choice from the wizard spell list. These  
cantrips count as apothecary cantrips for you, but do not count  
against your cantrips known.  
Chemist Spells  
1st-level Chemist feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Chemist Spells table. These  
spells count as apothecary spells for you, but they don’t count  
against the number of apothecary spells you prepare.  
Chemist Spells  
Apothecary Level Spell  
1st burning hands, grease  
3rd acid arrow, flaming sphere  
5th fireball, stinking cloud  
7th ice storm, wall of fire  
9th cloudkill, cone of cold

Precise Application  
3rd-level Chemist feature  
When you cast a spell that deals acid, cold, fire, lightning, or  
poison damage to other creatures that you can see, you can  
choose a number of them equal to your Intelligence modifier.  
The chosen creatures automatically succeed on their saving  
throws against the spell, and they take no damage if they would  
normally take half damage on a successful save.  
Chain Reaction  
6th-level Chemist feature  
When you cast an apothecary cantrip that normally targets  
only one creature and deals acid, cold, fire, lightning, or poison  
damage, the spell can instead target two creatures that are  
within the spell’s range.  
Chemical Conditioning  
6th-level Chemist feature  
As an action, you give one creature you touch (including possibly  
yourself) resistance to acid, cold, fire, lightning, or poison  
damage for 1 hour. This benefit ends immediately if you use this  
feature again.  
Bottled Spells  
10th-level Chemist feature  
You can store a spell from your Chemist Spells feature as a liquid  
in a small vial or bottle you touch when you cast the spell. The spell  
has no effect other than to be stored in the bottle. The spell  
remains stored inside until a creature opens the bottle. Once you  
use this feature, any unused bottled spell you previously created  
becomes inert, and you can’t bottle another spell until you finish  
a short rest. Any creature holding the bottle may spend an action  
to open it and cast the spell inside. The spell uses your spell attack  
bonus and save DC, but the spell treats the creature who released  
it as the caster in all other respects.  
Elemental Adjustment  
14th-level Chemist feature  
When you cast a spell using an apothecary spell slot which deals  
a type of damage from the following list, you can change that  
damage type to one of the other listed types: acid, cold, fire,  
lightning, or poison.  
Chemical Cataclysm  
18th-level Chemist feature  
When you cast a spell that deals acid, cold, fire, lighting, or  
poison damage using an apothecary spell slot, it is treated as if it  
was cast using a 7th-level spell slot.

# Exorcist

Exorcist  
An Exorcist comes prepared to deal with evil entities, sinister  
spirits, and fearsome fiends. Equipped with their holy symbol, a  
book of prayers, and a bag of ritualistic baubles, they stand ready  
to face the most unnatural and otherworldly entities of the realms.  
An Exorcist is accustomed to facing down insurmountable threats,  
with a holy symbol in hand they fear nothing, and stand as a  
shield between the realms of men, and those of monsters.  
Spiritual Study  
1st-level Exorcist feature  
You gain proficiency in heavy armor and the Religion Skill. If you  
already have this proficiency, you gain proficiency with another  
skill of your choice. You can use a holy symbol as an arcane focus  
for your apothecary spells and you gain a cantrip of your choice  
from the cleric spell list. This cantrip counts as an apothecary  
cantrip for you.  
Exorcist Spells  
1st-level Exorcist feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Exorcist Spells table.  
These spells count as apothecary spells for you, but they don’t  
count against the number of apothecary spells you prepare.  
Exorcist Spells  
Apothecary Level Spell  
1st bless, protection from evil and good  
3rd spiritual weapon, zone of truth  
5th counterspell, spirit guardians  
7th banishment, last rites\*  
9th dispel evil and good, flame strike  
Exorcism  
3rd-level Exorcist feature  
At 3rd level you gain the ability to imbue divine energy through  
your holy symbol to expel evil entities in the area, or purge their  
harmful effects from your allies.  
When you use this feature, you choose which effect to create.  
You can use this feature a number of times equal to half your  
proficiency bonus rounded down, you regain all expended uses  
on a short or long rest.  
If an Exorcism effect requires a saving throw, the DC equals  
your Apothecary spell save DC.  
Starting at 5th level, when an undead or fiend fails its saving  
throw against your Expel Evil feature, that creature suffers 4d8  
radiant damage.  
Expel Evil. As an action, you present your holy symbol and  
speak a prayer censuring creatures that mean you harm. Each  
Chapter 3: Drakkenheim Characters 143  
undead, celestial, fey, or fiend that can see or hear you within 30  
feet of you must make a Wisdom saving throw. If the creature  
fails its saving throw, it is turned for 1 minute or until it takes  
any damage.  
A turned creature must spend its turns trying to move as far  
away from you as it can, and it can’t willingly move to a space  
within 30 feet of you. It also can’t take reactions. For its action,  
it can use only the Dash action or try to escape from an effect  
that prevents it from moving. If there’s nowhere to move, the  
creature can use the Dodge action.  
Purge Corruption. You touch a creature or item and can  
end either one condition afflicting it. The condition can be  
blinded, charmed, deafened, frightened, paralyzed, or poisoned.  
Additionally, if a creature is possessed or mind controlled by  
a spirit or foreign entity, you can use this feature to remove any  
traits or other features related to the possession. If possessed, the  
creature possessing it is shunted out of its host to an unoccupied  
space within 5 feet and takes psychic damage equal to 2d8 +  
your apothecary level.  
Sacred Vessel  
6th-level Exorcist feature  
You are immune to the frightened condition, and cannot be  
possessed or cursed. You also have advantage on saving throws  
against being charmed.  
Negation  
10th-level Exorcist feature  
As a reaction when a hostile creature you can see targets an ally  
with an attack, spell, or other effect, you can expend an Apothecary  
spell slot to force it to make a Charisma saving throw  
against your spell save DC. On a failure, the action they were  
attempting fails and resources used are wasted.  
Empowered Healing  
14th-level Exorcist feature  
Whenever you cast a spell that heals a creature, that spell  
deals maximum healing and the creature immediately gains  
temporary hit points equal to your apothecary level.  
Devout Witness  
18th-level Exorcist feature  
As a Devout Witness, you speak on behalf of your gods and  
can feel their powers surging through you. Commanding spirits  
and vanquishing evil is second nature to you. You have added  
benefits that bolster your abilities.  
h Creatures who fail their saving throws against your Exorcism:  
Expel Evil feature take an additional 4d8 radiant damage.  
h Creatures who are aided by your Exorcism: Purge Corruption  
feature gain 4d8 temporary hit points.

# Mutagenist

Mutagenist  
Mutagenists have has researched a serum that they inject to  
transform into a monstrous form. They use themselves as the  
conduit for this power and hurl themselves towards their enemies  
as a hulking abomination. They spend their lives researching and  
discovering new ways to improve and modify the serum in hopes of  
becoming the perfect form.  
Natural Philosophy  
1st-level Mutagenist feature  
You gain proficiency with alchemist’s supplies and either the  
herbalism kit or poisoner’s kit. You also gain proficiency in two  
additional languages and the Nature Skill. If you already have this  
proficiency, you gain proficiency with another skill of your choice.  
Mutagenist Spells  
1st-level Mutagenist feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Mutagenist Spells table. These  
spells count as apothecary spells for you, but they don’t count  
against the number of apothecary spells you prepare.  
Mutagenist Spells  
Apothecary Level Spell  
1st jump, toxic shield\*  
3rd alter self, enhance ability  
5th haste, water breathing  
7th polymorph, stoneskin  
9th reincarnate, septic shock\*

Transmogrifying Elixir  
3rd-level Mutagenist feature  
As a bonus action, you may expend a spell slot to undergo a grotesque  
transformation. The transformation ends after one minute,  
or if you are reduced to 0 hit points or incapacitated. When you  
undergo this transformation you maintain your personality, alignment,  
and game statistics. However, several changes occur:  
h Your Strength and Intelligence ability scores are swapped.  
h Your size becomes Large, your jump distance is doubled, and  
you count as one size larger when determining your carrying  
capacity and the weight you can push, drag, or lift.  
h Each of your hands transform into a big meaty fist, which you  
can use to make melee weapon attacks. It counts as a simple  
weapon for you. Your big meaty fists deal 1d10 + your Strength  
modifier + your Apothecary level bludgeoning damage on a hit.  
h You cannot cast or concentrate on spells.  
h You have darkvision out to a range of 120 feet.  
h You gain temporary hit points equal to five times your  
Apothecary level.  
You also amplify your abilities based on the potency of your  
concoction. This is related to the spell slot you used to undergo  
the transformation:  
h Your speed increases by 5 feet per level of spell slot used.  
h Your AC is 13 + the level of spell slot used.  
h At the start of each of your turns and as long as you have at  
least 1 hit point remaining, you regain a number of hit points  
equal to the level of the spell slot used.  
Extra Attack  
6th-level Mutagenist feature  
Beginning at 6th level, you attack twice, instead of once, whenever  
you take the Attack action on your turn.  
Potent Biology  
6th-level Mutagenist feature  
When you are in your transmogrified form, you have more powerful  
attacks capable of bypassing your enemy’s greatest defenses.  
Your big meaty fist attacks count as magical for overcoming resistance  
and immunity to non-magical attacks and damage.  
When you hit with an attack using your big meaty fists, you  
can expend a spell slot to empower the force of your blow with  
unnatural energy. When you expend a spell slot in this way you  
deal an additional 1d8 force damage per level of spell slot used.  
Adaptive Genetics  
10th-level Mutagenist feature  
You are able to use your changed biology to protect yourself  
from the clutches of death. When you are reduced to 0 hit points  
in either your natural, or transmogrified state, your other self is  
ready to take over.  
h When in your natural form and reduced to 0 hit points you  
can immediately transform using your Transmogrifying Elixir  
feature expending a spell slot as normal. You regain a number  
of hit points equal to your Apothecary level when you do (in addition  
to gaining temporary hit points from your transformation).  
h When you are reduced to 0 hit points in your transmogrified  
form, you revert to your natural form with 1 hit point  
remaining. If you do, you can’t assume your transmogrified  
form again until you finish a short or long rest.  
Unnatural Evolution  
14th-level Mutagenist feature  
You can use your Greater Formulas feature to transmogrify as  
if you had used a spell slot of that level. When you transform  
in this way you gain one of the additional genome mutations  
listed below.  
h Draconic Genome. You grow fleshy wings from your back  
and your skin takes on a scaly appearance. You gain a flying  
speed equal to your walking speed and as an action can spew  
bile in a 30-foot cone. All creatures in the area must succeed  
on a Constitution saving throw against your spell save DC or  
take 8d6 acid damage, or half as much on a successful save.  
Once you use this feature, you can not do so again until you  
finish a short or long rest.  
h Giant Genome. You become a hulking mass of flesh and  
muscle, turning yourself into a living siege weapon. Your size  
becomes Huge and all damage dealt to objects and structures is  
now doubled. As an action, you can expend a spell slot on your  
turn to slam your fists into the ground, sending shockwaves  
and rubble crashing around you. All creatures in a 30-foot  
radius centered on you must succeed on a Dexterity saving  
throw against your spell save DC or they take 8d6 bludgeoning  
damage and are knocked prone. If they succeed on the saving  
throw, they take half damage and are not knocked prone.  
h Cerebellum Genome. You maintain a fraction of your mind  
as you transform, allowing remnants of your studies to linger  
in your monstrous brain. You now have the ability to maintain  
concentration on spells while in your transmogrified form.  
While transmogrified, your concentration can’t be broken as a  
result of taking damage.  
The New Flesh  
18th-level Mutagenist feature  
You have perfected your Transmogrifying Elixir, breaking  
the confines of evolution and pushing your form to what you  
deem the apex of evolution. You gain the following benefits  
while transmogrified:  
h As long as you have one or more hit points remaining, you can  
use a bonus action and expend a spell slot to regain hit points  
equal to ten times the level of the spell slot used.  
h If you fail a saving throw, as a reaction you can expend a spell  
slot to succeed instead.  
h Your Strength score becomes equal to your Intelligence score  
when transmogrified. Additionally, you can cast spells while in  
your transmogrified form.

# Pathogenist

Pathogenist  
The study of diseases opens doorways to many dangerous scientific  
discoveries. As experts in both ridding the body of sickness and the  
mutations of infectious disease, Pathogenists bring their study to  
the battlefield by using monsters and enemies as test subjects for  
their infections. Long years spent carefully monitoring the causes  
and effects of such plagues allows them to be experts at disease  
mutation, allowing their sickness to spread in a terrifying manner  
and riddle their foes with debilitating symptoms, crippling their  
bodies and rattling their minds.  
Plague Proficiency  
1st-level Pathogenist feature  
You learn the chill touch cantrip. You gain proficiency with the  
herbalism kit. If you already have this proficiency, you gain  
proficiency with one other type of artisan’s tools of your choice.  
Pathogenist Spells  
1st-level Pathogenist feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Pathogenist Spells table.  
These spells count as apothecary spells for you, but they don’t  
count against the number of apothecary spells you prepare.  
Pathogenist Spells  
Apothecary Level Spell  
1st infect\*, inflict wounds  
3rd blindness/deafness, biohazard\*  
5th pestilence\*, venomous aura\*  
7th blight, blood worm\*  
9th contagion, insect plague  
Pernicious Pathogens  
3rd-level Pathogenist feature  
Whenever a creature casts a spell or uses a trait or feature that  
would cure or remove one of your diseases (such as casting  
lesser restoration to remove your infect\* spell), the creature must  
first make an ability check using its spellcasting ability (or its  
Charisma modifier, if the spell or special ability does not specify  
a spellcasting ability score). The DC equals your spell save DC.  
On a failed check, the creature’s spell, trait, or feature fails and  
has no effect. Any material components used are expended, and  
any spell slot expended is wasted.  
Mutant Strain  
3rd-level Pathogenist feature  
You can evolve your diseases to cause new symptoms. You learn  
two mutant strains of your choice, and each time you gain a  
level in this class, you can replace one mutant strain you know  
with a different one from this feature. When you reach certain  
levels in this class, you learn additional mutant strains, as shown  
in the Mutant Strains Known table.  
Mutant Strains Known  
Apothecary Level Number of Strains  
3rd 2  
9th 3  
15th 4  
Whenever you cast a spell which inflicts diseases (such as infect\*  
or contagion) you can apply an additional effect from your  
mutant strain to one of the targets of the spell, which lasts for  
the duration of that spell.  
The following mutant strains are available to you when you  
learn a mutant strain. If a strain has a level requirement, you  
must be at least that level in this class to learn the strain.

h Dizziness. The target can’t take reactions.  
h Fatigue. Each time the target fails a saving throw against  
your disease, its speed is reduced to five feet until the start  
of its next turn.  
h Coughing Fits. At the start of each of the targets’ turns, it must  
make a Constitution saving throw against your spell save DC. On  
a failed save, it is unable to speak until the start of its next turn.  
h Shivers. The target shakes uncontrollably. At the start of each  
of the target’s turns, it drops whatever it is holding in its hands.  
h Weakness (9th level). The target deals half damage with  
melee weapon attacks.  
h Dry Eyes (9th level). Each time the target fails a saving  
throw against your disease, it becomes blinded until the start  
of its next turn.  
h Intense Fever (9th level). The target can’t regain hit points.  
h Lesions (9th level). The target loses any damage resistances.  
h Nausea (15th level). Each time a target fails a saving  
throw against your disease, it becomes incapacitated until  
the start of its next turn.  
h Dystrophy (15th level). The target becomes vulnerable to  
bludgeoning, piercing, and slashing damage.  
Breakthrough Infection  
6th-level Pathogenist feature  
When you cast a spell using an apothecary spell slot or your  
Greater Formula feature that causes disease, that spell ignores  
any creature’s immunity to disease. Such creatures instead make  
any saving throws against your diseases with advantage.  
Outbreak  
6th-level Pathogenist feature  
When a creature infected by one of your diseases dies, you can  
use your reaction to spread the disease to a different creature  
you can see within 30 feet of that creature.  
Insidious Incubation  
10th-level Pathogenist feature  
When you start casting infect\*, you can modify it so that it  
doesn’t require concentration. If you do so, the spell’s duration  
becomes 1 minute for that casting. You must finish a short or  
long rest before using this feature again.  
Immunocompromised  
14th-level Pathogenist feature  
A creature infected with one of your diseases (such as infect\*  
or contagion) has disadvantage on saving throws against your  
apothecary spells.  
Rapid Evolution  
18th-level Pathogenist feature  
Whenever you cast a spell which inflicts diseases, you can apply  
an two additional effects from your mutant strain to one of the  
targets of the spell, instead of one.

# Reanimator

##### Reanimator

A Reanimator is the master of life and death. Years spent perfecting  
their formula to bring the recently dead back, or to construct new  
life out of discarded flesh and patchwork anatomy, have left most  
Reanimators in a state constantly riding the lines between genius  
and madness. A Reanimator’s skills at clutching life from the jaws  
of death make them exquisitely suited for dealing with death, and  
undeath. Their mad genius is presented with the construction of a  
creature made from the scrap body parts left behind by their enemies  
which storms forward into battle on their command.

##### Spark of Life

1st-level Reanimator feature  
You learn the shocking grasp and spare the dying cantrips. These  
count as apothecary spells for you, and don’t count against the  
number of apothecary cantrips you know.

Reanimator Spells

1st-level Reanimator feature  
You always have certain spells prepared after you reach particular  
levels in this class, as shown in the Reanimator Spells table.  
These spells count as apothecary spells for you, but they don’t  
count against the number of apothecary spells you prepare.  
Reanimator Spells  
Apothecary Level Spell  
1st false life, inflict wounds  
3rd gentle repose, invigorate\*  
5th lightning bolt, revivify  
7th death ward, corpse explosion\*  
9th raise dead, nerve gas\*  
Chapter 3: Drakkenheim Characters 147

##### Corpsewrought Creature

3rd-level Reanimator feature  
You have constructed a companion from scavenged body parts  
and brought it to life with your occult magic: a corpsewrought  
creature. The creature is friendly to you and your companions,  
and it obeys your commands. See its game statistics in the accompanying  
Corpsewrought Creature stat block, which uses your  
proficiency bonus (PB) in several places. You can determine the  
cosmetic characteristics of the creature; your choice has no effect  
on its game statistics.  
In combat, the creature shares your initiative count, but it  
takes its turn immediately after yours. It can move and use its  
reaction on its own, but the only action it takes on its turn is the  
Dodge action, unless you take a bonus action on your turn to  
command it to take another action. That action can be one in  
its stat block or some other action. If you are incapacitated, the  
creature can take any action of its choice, not just Dodge.  
If your corpsewrought creature has died within the last hour,  
you can use your healer’s kit as an action to revive it, provided  
you are within 5 feet of it and you expend an apothecary spell  
slot. The corpsewrought companion returns to life after 1  
minute with all its hit points restored.  
At the end of a long rest, you can create a new corpsewrought  
creature if you have your healer’s kit with you and access to  
suitable “materials.” If you already have a corpsewrought  
creature from this feature, the first one immediately perishes.  
The creature also perishes if you die.

##### Bodyguard

6th-level Reanimator feature  
When a creature within 5 feet of your corpsewrought creature  
makes an attack against you, it can use its reaction to make a  
melee weapon attack against the attacking creature. In addition,  
your corpsewrought creature’s slam attack counts as magical  
for the purposes of overcoming resistance and immunity to  
nonmagical attacks and damage.  
In addition, you can cast animate dead once using an  
Apothecary spell slot. Once you do, you can’t cast the spell  
again until you finish a long rest.

##### Reanimated Head

6th-level Reanimator feature  
You have reanimated the head of a dead humanoid creature  
which now serves you in your studies. You may use the head as  
a spellcasting focus. The head speaks common and one other  
language of your choice.  
Whenever you make an Intelligence ability check that lets  
you add your proficiency bonus, you can treat a d20 roll of 9 or  
lower as a 10. Additionally, you gain proficiency in the Arcana  
and Investigation skills.  
You can use the head to cast speak with dead without  
expending a spell slot. Once you use this feature you can’t do so  
again until you finish a short or long rest.

##### Behold, My Creation

10th-level Reanimator feature  
Your corpsewrought creature’s size increases to Large, and its  
speed increases to 40 feet.  
When your corpsewrought creature hits a creature with  
a melee attack, it can immediately make a grapple attempt  
against the target. The DC to escape this grapple is equal to 8 +  
the corpsewrought creature’s strength modifier (+4) + your PB.

##### Berserk Fury

14th-level Reanimator feature  
When you command your corpsewrought creature to take the  
Attack action, the creature can make two attacks.

##### I Can’t Stop The Monster I Created

18th-level Reanimator feature  
Your corpsewrought creature increases in size to Huge, gains  
a reach of 10 feet, and its speed increases to 50 feet. Its slam  
attack deals an additional 1d8 bludgeoning damage.  
Additionally, the weight your corpsewrought creature can  
push or lift is doubled.

Corpsewrought Creature  
Medium construct  
Armor Class 14 + PB  
Hit Points 5 + five times your apothecary level (the creature has a  
number of hit dice \[d12s\] equal to your apothecary level)  
Speed 30 feet  
STR DEX CON INT WIS CHA  
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)  
Saving Throws Con +3 plus PB, Wis +1 plus PB  
Skills Athletics +4 plus PB  
Damage Immunities poison, lightning  
Condition Immunities poisoned  
Senses darkvision 60 ft, passive Perception 11  
Languages understands the languages of its creator but  
cannot speak  
Challenge –  
Proficiency Bonus equals your proficiency bonus  
Lightning Absorption. Whenever the corpsewrought creature is  
subjected to lightning damage, it takes no damage and regains a  
number of hit points equal to the lightning damage dealt.  
Actions  
Slam. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target.  
Hit: 1d8 + 4 bludgeoning damage.