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Apothecary overview

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 power 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
Level Proficiency
Bonus
Features Cantrips
Known
Spell
Slots
Slot
Level
Theories
Known
1 +2 Apothecary Magic, Occult Practice 3 1 1st –
2 +2 Esoteric Theories 3 2 1st 2
3 +2 Occult Practice Feature 3 2 2nd 2
4 +2 Ability Score Improvement 4 2 2nd 3
5 +3 — 4 3 3rd 3
6 +3 Occult Practice Feature 4 3 3rd 4
7 +3 — 4 3 4th 4
8 +3 Ability Score Improvement 4 3 4th 5
9 +4 — 4 4 5th 5
10 +4 Occult Practice Feature 5 4 5th 6
11 +4 Greater Formula (6th) 5 4 5th 6
12 +4 Ability Score Improvement 5 4 5th 7
13 +5 Greater Formula (7th) 5 5 5th 7
14 +5 Occult Practice Feature 5 5 5th 8
15 +5 Greater Formula (8th) 5 5 5th 8
16 +5 Ability Score Improvement 5 5 5th 9
17 +6 Greater Formula (9th) 5 6 5th 9
18 +6 Occult Practice Feature 5 6 5th 10
19 +6 Ability Score Improvement; Additional Greater Formula (6th) 5 6 5th 10
20 +6 Miraculous Recovery, Additional Greater Formula (7th) 5 6 5th 11
Chapter 3: Drakkenheim Characters 135
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 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.
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.
Chapter 3: Drakkenheim Characters 137
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.
Chapter 3: Drakkenheim Characters 139
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