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, the Chemist, the Exorcist, the Mutagenist,
the Pathogenist, or the Reanimator.
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, 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.
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