# 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.