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 kitApothecary MagicYour arcane research has given you facility with spells. Referto the Core Rules for the general rules of spellcasting and theSpells Listing in this book for the apothecary spell list.Formula BookYou have a book or collection of notes that you study to prepareyour apothecary spells, develop your esoteric theories, andrecord your occult practices. You may use your formula bookas an arcane focus for your apothecary spells. You may describethis book any way you like. Some examples of your book’sappearance include:h A large leatherbound tome with yellowing pages bound shutwith an iron lockh A scattered assortment of scribbled notes loosely held togetherby ropeh A pristine journal with perfect edges and beautiful penmanshiph A leather briefcase with two small golden locksh A medical bag with surgical symbols on the sidesh A beat-up satchel slung over one shoulder with vials andbottles poking out of every pocketIf the book is destroyed or lost, you can recreate it using inksand paper during a long rest.CantripsYou know three cantrips of your choice from the apothecaryspell list. You learn additional apothecary cantrips of your choiceat higher levels, as shown in the Cantrips Known column of theApothecary table.Elementary Reformulation. Whenever you finish along rest and consult your formula book, you can replace oneapothecary cantrip you know with another cantrip from theapothecary spell list.Preparing and Casting SpellsThe Apothecary table shows how many spell slots you have tocast your apothecary spells of 1st through 5th level. The tablealso shows what the level of those slots is; all of your spell slotsare the same level. To cast one of your apothecary spells of 1stlevel or higher, you must expend a spell slot. You regain allexpended spell slots when you finish a short or long rest.You prepare the list of apothecary spells that are availablefor you to cast, choosing from the apothecary spell list. Whenyou do so, choose a number of apothecary spells equal to yourIntelligence modifier + your apothecary level (minimum of onespell). A spell you prepare must be of a level no higher thanwhat’s shown in the Apothecary table’s Slot Level column foryour level.For example, if you are a 5th-level apothecary, you havethree 3rd-level spell slots. With an Intelligence of 16, your list ofprepared spells can include eight spells of 1st, 2nd, or 3rd level,in any combination. To cast the 1st-level spell cure wounds, youmust 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 finisha long rest. Preparing a new list of apothecary spells requires atleast 1 minute per spell level for each spell on your list.Spellcasting AbilityIntelligence is your spellcasting ability for your apothecary spells,since you learn your spells through dedicated study and occultknowledge. You use your Intelligence whenever a spell refers toyour spellcasting ability. In addition, you use your Intelligencemodifier when setting the saving throw DC for an apothecaryspell you cast and when making an attack roll with one.Spell save DC = 8 + your proficiency bonus+ your Intelligence modifierSpell attack modifier = your proficiency bonus+ your Intelligence modifierRitual CastingYou can cast an apothecary spell as a ritual if that spell has theritual tag and you have the spell prepared.Spellcasting FocusYou can use an arcane focus (see the Adventuring Gearsection of the Core Rules) as a spellcasting focus for yourapothecary spells.
Occult PracticesAt 1st level, you take up one of the Occult Practices, a chosendiscipline which defines your ongoing research of the body andspirit: the Alienist, the Chemist, the Exorcist, the Mutagenist,the Pathogenist, or the Reanimator.Your choice grants you additional proficiencies and anexpanded spell list at 1st level, and additional class features at3rd, 6th, 10th, 14th, and 18th level.Esoteric TheoriesYou have discovered esoteric theories, scraps of forbidden lorethat you can use to augment your magical abilities.At 2nd level, you gain two esoteric theories of your choice. Yourtheory options are detailed at the end of the class description.When you gain certain apothecary levels, you gain additional theoriesof your choice, as shown in the Theories Known column ofthe Apothecary table. Additionally, when you gain a level in thisclass, you can choose one of the theories you know and replace itwith another theory that you could learn at that level.Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19thlevel, you can increase one ability score of your choice by 2, or youcan increase two ability scores of your choice by 1. As normal, youcan’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this featureto take a feat of your choice instead.Greater FormulaAt 11th level, you discover a magical secret called a GreaterFormula. Choose one 6th-level spell from the apothecary spelllist as this formula.You can cast your Greater Formula once without expending aspell slot. You must finish a long rest before you can do so again.At higher levels, you gain more apothecary spells of yourchoice that can be cast in this way: one 7th-level spell at 13thlevel, one 8th-level spell at 15th level, and one 9th-level spell at17th 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 restand consult your formula book, you can replace one spell yougained from this feature with another spell of the same levelfrom the Apothecary spell list.Miraculous RecoveryAt 20th level, you can spend 5 minutes channeling power into anumber of creatures (which can include yourself) equal to yourIntelligence modifier to facilitate an abnormally fast recovery.You must tend to the creatures during this period, using a healer’skit with at least one use remaining. The targets regain hitpoints, spell slots, hit dice, and other abilities as if they completeda long rest. A creature can only benefit from one MiraculousRecovery in a 24-hour period. Once you use this feature, youcan’t do so again until you finish a long rest.Optional Rule: MulticlassingIf you allow characters to use the Multiclassing optional rules,here are the requirements for multiclassing with the ApothecaryAbility Score Minimum. Multiclass characters must meetability score prerequisites for both their current class(es) andtheir new one. Taking multiclass levels as an Apothecaryrequires an Intelligence score of 13 or higher.Proficiencies. If apothecary isn’t your initial class, when youtake your first level as an apothecary you gain proficiency inlight armor and one tool proficiency of your choice.Apothecary Magic. If you have both the Spellcasting classfeature and the Apothecary Magic class feature, you can use thespell slots you gain from the Apothecary Magic feature to castspells you know or have prepared from classes with the Spellcastingclass feature, and you can use the spell slots you gain from theSpellcasting class feature to cast apothecary spells you know.Esoteric Theories. Meeting the prerequisites for EsotericTheories is based on total apothecary levels, not the overallcharacter level. In addition, the Surgical Strikes esoteric theorydoes not give you additional attacks if you have the ExtraAttack class feature.Apothecary Esoteric TheoriesApothecaries develop esoteric theories during their adventuresand experiments, representing their own unique synthesis ofmedical and occult practices. The description of each esoterictheory 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 thatlevel. Unless an esoteric theory’s description says otherwise, youcan’t learn an esoteric theory more than once.Acquired ToleranceYou have advantage on saving throws against poison, and yougain resistance to poison damage. In addition, you automaticallysucceed on saving throws against your own apothecary spells,and never take damage from your own apothecary spells.Adrenaline SurgePrerequisites: 6th-level apothecaryA creature at 0 hit points who regains hit points from a spell youcast using an apothecary spell slot gains resistance to all damageand 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 PrecisionWhen you make a weapon attack, you can use your Intelligencemodifier, instead of Strength or Dexterity, for the attack anddamage rolls.Chapter 3: Drakkenheim Characters 137AnesthesiologyPrerequisites: 14th-level apothecaryYou can cast hold person without expending a spell slot orrequiring material components. You must finish a long restbefore you can use this theory on the same creature again.Bedside MannerYou gain proficiency in the Insight and Persuasion skills. Yourproficiency bonus is doubled for any ability check you make thatuses either of these skills.Caustic FormulaePrerequisites: 6th-level apothecaryOnce per turn when you deal damage to a creature or objectwith an apothecary spell, you can expend an apothecary spellslot to deal 2d4 extra acid damage to that target, plus another2d4 per level of the spell slot.Clinical ConditioningPrerequisites: 6th-level apothecaryYou gain proficiency in Constitution saving throws.Combat MedicYou gain proficiency with martial weapons and shields.Corrosive CompoundPrerequisites: 6th-level apothecaryWhen you deal poison damage with your apothecary spells, youcan choose to deal half the spell’s damage as poison damage andhalf the spell’s damage as acid damage instead.Cosmetic SurgeryYou can spend 8 hours performing an occult surgical procedureupon a willing creature, permanently transforming its appearance.You decide what the creature looks like, including facialfeatures, the sound of its voice, hair length, coloration, anddistinguishing characteristics, but none of its game statisticschange. You can’t alter the size of a creature, and its basic shapestays the same. The resulting transformation is non-magical,however, a greater restoration spell or similar magic cast uponthe creature can restore it to its original appearance.Critical ConditionPrerequisites: 6th-level apothecaryWhen a creature rolls a natural 1 on a saving throw made againstone of your apothecary spells that deals damage, roll all of thespell’s damage dice twice and add them together. Then addany relevant modifiers as normal to determine the damage thatcreature takes from the spell.DiagnosisYou can take the Help action as a bonus action on your turn.Doctor’s NotePrerequisites: 6th-level apothecaryYou can cast the sending spell at-will. You must finish a long restbefore you can use this theory to contact the same creature again.Double DosePrerequisites: 10th-level apothecaryWhen you cast an apothecary spell using an apothecary spellslot that targets a single creature and restores hit points to thatcreature, you can target an additional creature within range.Extracurricular ResearchYou learn two additional cantrips of your choice from any class’sspell list. These cantrips become apothecary cantrips for you.InoculationYou have resistance to necrotic damage, and your hit point maximumcan’t be reduced. In addition, you are immune to diseases.Interdisciplinary PracticePrerequisites: 14th-level apothecaryWhen you use your action to cast a spell, you can make oneweapon attack as a bonus action.Laboratory AssistantYou learn the spell find familiar, and always have this spellprepared. It doesn’t count against the number of apothecaryspells you can prepare.Liability InsurancePrerequisites: 14th-level apothecaryYou can cast contingency once on yourself without materialcomponents. You can’t do so again until you finish a long rest.Medical ExpertiseYou gain proficiency in the Medicine and Nature skills. Your proficiencybonus is doubled for any ability check you make that useseither of these skills.Medical LexiconYou learn six languages of your choice. You can cast detect poisonand disease at will.Nerve AgentPrerequisites: 14th-level apothecaryWhen you deal poison damage with your apothecary spells, youcan choose to deal psychic damage instead.
Noxious BloodPrerequisites: 6th-level apothecaryWhen a creature hits you with a melee attack while within5 feet of you, it takes poison damage equal to 1d6 + yourConstitution modifier.PharmacologyWhen you cast a spell using an apothecary spell slot or your GreaterFormula feature which restores hit points to a creature, the creatureregains additional hit points equal to your Intelligence modifier.Physiological AnalysisIf you spend at least 1 minute observing or interacting withanother creature outside combat, you can learn certaininformation about its physiology. The Game Master reveals toyou two of the following characteristics of your choice:h Any one ability scoreh Armor Classh Current hit pointsh 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 ResuscitationPrerequisites: 10th-level apothecaryWhen you cast a spell that has the sole effect of restoring acreature to life (but not undeath), such as raise dead, you don’tneed material components to cast the spell if the creature hasdied within the past hour.PutrefactionYour apothecary spells and abilities ignore undead creatures’resistance or immunity to poison damage and immunity to thepoisoned condition.Rapid ResponseWhen you cast an apothecary spell that restores hit points to acreature, before or after casting the spell, you can move yourspeed without provoking opportunity attacks.Routine ProcedurePrerequisites: 10th-level apothecaryYou can cast lesser restoration at-will without expending a spell slot.Stolen SecretsPrerequisites: 10th-level apothecaryYou learn one spell from any class’s spell list. It must be of a levelfor which you have apothecary spell slots or lower. The spell istreated as an apothecary spell for you, and doesn’t count againstthe number of apothecary spells you know.Subject PreparationPrerequisites: 10th-level apothecaryWhen you hit a creature with a melee weapon attack, that creaturehas disadvantage on the next saving throw it makes againstan apothecary spell you cast before the end of your next turn.Surgeon’s InstinctYou have blindsight out to a range of 10 feet.Surgical StrikesPrerequisites: 6th-level apothecaryYou can attack twice, instead of once, when you take the Attackaction on your turn.ToxicologyPrerequisites: 6th-level apothecaryYou add your Intelligence modifier to the damage rolls of spellsthat deal poison damage.TriageYou learn the spare the dying cantrip if you don’t know italready. When you cast this cantrip, it has a range of 60 feet.Unfailing FocusPrerequisites: 6th-level apothecaryWhen you fail a Constitution saving throw to maintain concentrationon an apothecary spell, you can choose to succeedinstead. Once you use this feature, you can’t do so again untilyou finish a short or long rest.Venomous InstrumentsPrerequisites: 10th-level apothecaryWhen you hit a creature with a weapon attack, the creaturetakes extra poison damage equal to your Intelligence modifier.VirulenceWhen you roll a 1 on a damage die for an apothecary spell thatdeals poison damage, you can reroll the die. You must use thenew result, even if the new roll is a 1.Vital SignsWhen a creature you can see within 30 feet of you fails a savingthrow or death saving throw, you can use your reaction to addyour Intelligence modifier to the creature’s roll, potentiallyturning a failure into a success. You must finish a short restbefore you can use this theory on the same creature again.VivisectionPrerequisites: 6th-level apothecaryYour weapon attacks score a critical hit on a 19 or 20.Chapter 3: Drakkenheim Characters 139Apothecary Spell ListBelow is the list of spells you consult when you learn an apothecary spell. The list is organized by spell level, not character level. If aspell 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 Chapter4 of this book. Apothecaries may also learn any Contaminated Spell, a new type of spell found in chapter 4 of this book. ContaminatedSpells are available to apothecaries only if found during their adventures, and cannot be chosen normally.
CantripsAcid Burn*Acid SplashBacterial Barrage*Chill TouchGuidanceLightMendingMessagePoison Needle*Poison SprayResistanceShocking GraspSpare the DyingThaumaturgy1st LevelAcrid Orb*Alarm (r)Comprehend Languages (r)Create or Destroy WaterCure WoundsDetect Evil and GoodDetect Magic (r)Detect Poison and Disease (r)Envenom*False LifeFeather FallFloating Disk (r)Fog CloudGreaseHealing WordHideous LaughterIdentify (r)Illusory Script (r)Infect*JumpPurify Food and Drink (r)SleepStream of Consumption*Toxic Shield*Unseen Servant (r)2nd LevelAcid ArrowAidBiohazard*Blindness/DeafnessCaustic Grip*Enhance AbilityEnlarge/ReduceGentle Repose (r)Grasping Ghost*Hold PersonInvigorate*Lesser RestorationOcular Necrosis*Protection from PoisonRay of EnfeeblementSee InvisibilitySilence (r)Spider ClimbWeb3rd LevelBestow CurseCorrosive Blast*Dispel MagicFearFetid Blade*Gaseous FormGlyph of WardingHasteHypnotic PatternMagic CircleMass Healing WordPestilence*Purge Contamination*Protection from EnergyRemove CurseRevivifySendingSlowSpeak with DeadStinking CloudTranquilizing Toxin*Vampiric TouchVenomous Aura*Water Breathing (r)4th LevelBlack TentaclesBlightBlood Worm*Corpse Explosion*Corrupting Spores*Death WardFreedom of MovementLast Rites*Poison Wave*PolymorphStoneskinVitriol Ichor*5th LevelAcid Rain*Antilife ShellCloudkillContact Other Plane (r)Greater RestorationHold MonsterMass Cure WoundsNerve Gas*Raise DeadScryingSeptic Shock*Telepathic Bond (r)Teleportation CircleToxic Barrage*6th LevelChain LightningCircle of DeathCreate UndeadDisintegrateEyebiteFlesh to StoneGlobe of InvulnerabilityHarmHealMephitic Vapors*True SeeingVile Necrosis*7th LevelEtherealnessFinger of DeathForcecageMiasma*Plane ShiftPrismatic SprayGrievous Wounds*RegenerateResurrection8th LevelAntimagic FieldAntipathy/SympathyBreath of Nightshade*CloneDominate MonsterFeeblemindMind BlankPlague Wind*Power Word Stun9th LevelAstral ProjectionForesightMass HealPandemic*Power Word KillTime StopTouch of Death*True PolymorphTrue Resurrection