Apothecary The Apothecary Standing over an injured comrade the midst of combat, a human deftly strikes a blow with surgeon-like precision, felling the orc, before attending to the injured companion, bandaging his wounds, and applying a tincture to numb the pain, soon the companion stands again to help hold the line, the doctor rushing to the next injured. The gnome cackles with glee, setting another carefully sculpted charge against the face of the cliff in front of her, she sprints away quickly, a fuse ominously burning as she dives behind cover. A shuddering detonation, and a spray of gravel, and the cliff face is no more, a smoldering crater as the gnome examines her handiwork. The half orc carefully measures out her toxins, dipping a small dart into the vial. She places it into her blowgun and takes careful aim. A deep breath, and the dart flies true, pricking the nobleman. He winces but the injury wasn't anything too painful, his eyes widen however as his heart stops and he stumbles to the ground. Study and Practice Apothecaries are studied professionals, relying on their wit and brilliance to defend themselves in battle, brewing concoctions from formulae to strengthen themselves or their allies, or injure and debilitate their foes. Madcap Experimentors In society apothecaries are usually recluses, and even the company of medicinal doctors is rarely sought outside of medical emergencies, though their presence is vital to any city. However in an adventuring party, the brilliant mind of a apothecary is a sought after commodity, and a valuable ally in their limitless versatility in combat. Apothecaries have many schools of study, primarily medicines, though some dabble in explosives and poisons. However all seek to use mundane ability and knowledge to empower average folk and better their lives. Quick Build Follow these guidelines when creating an apothecary. First make sure Intelligence is your primary score, followed either by Dexterity if you plan on being the adventerous type, or Wisdom if you plan on emphasizing a variety of skills enhanced through your studies. Second take the Guild Artisan background. Class Starting Wealth Class Funds Apothecary 5d4 x 10 gp Class Features As an apothecary you get 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 the 1st Proficiencies Armor: Light armor, Medium armor

Weapons: Simple weapons, Rapier, Blowgun

Tools: Choose two from Poisoner's Kit, Herbalism Kit, Alchemist's Supplies

Saving Throws: Intelligence, Constitution

Skills: Choose three from Insight, Investigation, Medicine, Nature, Perception, History, and Survival

Equipment Any simple weapon



A light crossbow and 20 bolts

(a) a scholar's Pack or (b) an explorer's Pack



(a) a poisoner's kit or (b) an herbalism kit or (c) Alchemist's Supplies or (d) a healer's kit

Leather Armor

Chemistry At 1st level, you learn how to create a variety of chemical concoctions. You develop the formulae and can make the following concoctions: painkillers, poisons, and bombs. At higher levels, you learn to augment your concoctions using reagent points. If a concoction requires a save, it uses the Apothecary's save DC, calculated as follows: Apothecary's Save DC = 8 + your proficiency bonus + your Intelligence modifier

Each concoction begins with a Concoction Die equal to 1d4. The amount of Concoction Dice increases as you gain levels in this class, as shown in the Concoction Dice column of the Apothecary table. Bombs You know how to mix explosive residue into casings which detonate on impact. As an Action you throw a bomb at a point within 30ft. Each creature in a 10ft radius centered on that point must make a Dexterity saving throw against your Apothecary save DC or take bludgeoning damage equal to your Concoction Dice.

Painkillers You can mix together healing herbs and create liquids and vapours which cure ailments and numb injuries. As an action you administer a painkiller to yourself or an ally of your choice within 5 feet of you. The target gains temporary hit points equal to your concoction dice for 3 rounds. The amount of hit points increases as you gain levels in this class, as shown in the Concoction Dice column of the Apothecary table. Poisons You can mix together noxious ingredients into poisons of all types. As an action you can apply your poison concoction to one melee weapon or up to 3 pieces of ammunition. When you hit with an attack made using a weapon or piece of ammunition coated in this poison the target makes a Constitution saving throw or takes poison damage equal to your concoction dice. This damage increases as you gain levels in this class, as shown in the Concoction Dice column in the Apothecary table. Once applied the poison retains potency for 1 minute before drying or until the weapon or ammunition hits a creature. Apothecary's Study At 2nd level, you have learned how to perfect one of your concoctions to the point that it requires less effort on your part to craft them. You choose an Apothecary's study, either grenadier, doctor, or poisoner. Your choice grants you features at 2nd level and again at 6th, 10th, 13th, 15th, and 18th level.

2 The Apothecary Level Proficiency Bonus Features Concoction Dice Reagent Points 1st +2 Chemistry 1d4 ─ 2nd +2 Apothecary Study, Reagent Points 1d4 2 3rd +2 Expertise 2d4 3 4th +2 Ability Score Improvement 2d4 4 5th +3 Improved Concoctions 3d4 5 6th +3 Apothecary Study Feature 3d4 6 7th +3 Elemental Concoction 4d4 7 8th +3 Ability Score Improvement 4d4 8 9th +4 Evasion 5d4 9 10th +4 Apothecary Study Feature 5d4 10 11th +4 Expedited Concoctions 6d4 11 12th +4 Ability Score Improvement 6d4 12 13th +5 Apothecary Study Feature 7d4 13 14th +5 Performance Enhancers 7d4 14 15th +5 Apothecary Study Feature 8d4 15 16th +5 Ability Score Improvement 8d4 16 17th +6 Elemental Perfection 9d4 17 18th +6 Apothecary Study Feature 9d4 18 19th +6 Ability Score Improvement 10d4 19 20th +6 Master Apothecary 10d4 20 Reagent Points At 2nd level you prepare exotic and unstable material for expedited use to enhance your concoctions with a variety of effects. Your access to these reagents is represented by a number of Reagent Points. Your Apothecary level determines the number of points you have, as shown in the Reagent Points column of the Apothecary table. When you spend a reagent point, it is unavailable until you finish a short or Long Rest. Expertise At 3rd level, choose two of your class' skill proficiencies, or one of your skill proficiencies and one proficiency with your class' artisan tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your proficiencies (in skills or with artisan tools) to gain this benefit. 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. Improved Concoctions At 5th level you have refined your ingredients of your concoctions enhancing their maximum effectiveness, you add your Intelligence Modifier to your concoction dice rolls.

3 Elemental Concoction By 7th level you have discovered techniques used to harness the elemental essences of rare ingredients. You can spend a reagent point to grant an elemental boost to your concoctions. If applied to a poison or bomb, the damage type of the concoction becomes fire, cold, or lightning (your choice). If you use it on a painkiller, the target gains resistance to that damage type for 3 rounds. Evasion Beginning at 9th level, your practice with unstable concoctions has given you the ability to anticipate certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expedited Concoctions By 11th level you have learned to hastily mix your concotions, preparing mixtures ahead of time, seperating only the catalyst. You can spend two reagent points to use your Poison, Bomb, or Painkiller concoctions as a bonus action. That concoction cannot be modified further using reagent points. Performance Enhancers By 14th level you have discovered drugs that improve the capabilities of your physical or mental capacity. When you finish a short or long rest you can choose one attribute for either yourself or an ally. They recieve a +2 bonus to that attribute score until you use this feature again or complete a long rest. Elemental Perfection At 17th level you have perfected the techniques used to extract the essence of rare ingredients. Whenever you create an elemental concoction, it gains additional benefits. If it was a poison or bomb, it deals an additional 2 concoction dice of damage of the element chosen. If it was a painkiller, the painkiller grants immunity to the chosen element for 3 rounds. Master Apothecary At 20th level, you have achieved the peak of intellectual studies, and have perfected all forms of chemistry, creating effective mixtures of all concoctions while sacrificing little in terms specialization. When you gain this feature, choose an Apothecary's Study other than the one you choose through your feature. You gain the 2nd and 6th level benefits of that Study. Multiclassing Prerequisite Intelligence 13 Proficiencies gained: Light Armour, One tool of your choice from Poisoner's Kit, Herbalism Kit, or Alchemist Suppliers, and one skill proficiency of your choice from Insight, Investigation, Medicine, Nature, Perception, History, and Survival. APOTHECARY'S STUDY Apothecary strive to unravel the knowledge found within the world without magic. While they all learn the basics of chemistry, some try to perfect their art in certain areas.

4 DOCTOR A doctor is one who uses his chemical gifts for good, helping all who are injured or sick. Doctors are always looked upon as valuable assets. Lingering Drugs At 2nd level you have learned to increase the duration of your painkillers. When you use your painkiller concoction you can spend a reagent point to make it a lingering one. The target of the concoction does not lose the temporary HP gained from the painkiller at the end of it's duration. Only one creature can benefit from this feature at a time, the oldest target losing any remaining temporary HP gained from this feature when you use this feature again. The amount of creatures that can benefit from this feature increases to two at 7th level. Healthy Body At 2nd level, your practices lead your body to perfect health. You are immune to all diseases, and your hit point maximum increases by 2, and it increases by 1 again whenever you gain a level in this class. Tincture of Curing By 6th level you have discovered a substance that flushes the body of filth. When you use your painkiller concoction you may spend an additional reagent point to make it cure ailments acting as if you had cast lesser restoration on the target in addition to giving temporary hitpoints. Numbing Tincture Starting at 10th level, you have learned that higher doses of your painkillers can dull the injuries directly, allowing allies to ignore the greviousnes of blows. When you administer your painkiller concoction, you can spend 1 reagent point to grant the target resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for 3 rounds. Anti-Magic Innoculation At 13th level you have discovered ingredients that are devoid of any magical essence. When you use your painkiller concoction you may spend an additional two reagent points to make it an anti-magic painkiller that additionally acts as if you had cast dispel magic at 3rd level on the creature. Clarifying Dose By 15th level, you have learned that to make a mixture of painkillers that leaves the mind clear to combat threats against it, while amplifying the body's healing. When you use your painkiller concoction you may spend an additional 2 reagent points to make it a clarifying dose, the target gains advantage on wisdom saving throws and regains the maximum amount of hitpoints from healing for 3 rounds. Infusion of Life By 18th level, you have discovered the ultimate in medicines, combining the greatest healing ingredients available. You can spend 10 reagent points to create an Infusion of Life, which acts as the spell Revivify, only after the initial resurrection, target recieves the temporary hitpoints equal to your concoction dice, gaining the maximum however instead of rolling.

5 GRENADIER A grenadier is often considered a demolitions expert, and at worst can be considered an arsonist, but in reality they are simply able to mix ingredients which become unstable within their confines, namely bomb shells. Grenadiers are the most diverse apothecaries, sometimes serving in armies, supplying explosives for soldiers, or serving as guides for mining expeditions, blasting away debris. Napalm Filling At 2nd level you discover a formulae for a new sticky slow burning fuel to fill in your grenades. When you use your bomb concoction you can spend a reagent point to make it leave a 5 foot radius of lingering flames for three rounds. Any creature that starts it's turn in the flames or enters the flames for the first times on it's turn takes fire damage equal to your Intelligence modifier. At 7th level this damage increases to twice your Intelligence modifier. Shaped Charges At 2nd level, a grenadier learns to shape the blasts of his bombs to better catch his foes, and around his allies. When you use your bomb concoction you can spend a reagent point to make it deal half damage on a successful save instead of none. In addition allies automatically succeed on their saving throws against the bombs, and they take no damage if they would normally take half damage on a successful save. Concussive Bombs At 6th level you have learned to create a grenade capable of disorienting opponents. When you use your bomb concoction you may spend a reagent point to force your enemies damaged by it to make a Strength saving throw against your Apothecary's save DC or be knocked prone. Smoke Bomb Starting at 10th level you discover a mixture that produces copious amounts of smoke when catalyzing. When you use your bomb concoction you can spend a regent point to turn it into a Smoke Bomb which creates a 20foot radius of smoke centered on the target for three rounds. The sphere spreads around corners and it's area is heavily obscured. Sticky Concoction At 13th level, you discover a viscous formulae that quickly hardens and entraps foes. When you use your bomb concoction you can spend 3 reagent points to restrain creatures that fail their save against this bomb. A creature can use it's action to make a Strength check against your Apothecary's save DC to free itself, ending the effect. Remote charges At 15th level, you learn to delay the detonation of your bombs. When you create a bomb, you can spend an additional reagent point to make it a a delayed bomb. When you do, you throw it at a point within range where it lays on the ground undetonated. While this bomb is active, you must concentrate on it, as if you were concentrating on a spell. After one minute passes, or your concentration ends, the bomb detonates and all creatures within it's 10ft radius must make a Dexterity saving throw against your Apothecary's save DC or take bludgeoning damage equal to your concoction dice. Prismatic Bomb By 18th level, you have discovered the ultimate in explosives, combining the highest quality volatile elements together in one very unstable concoction. You can spend 10 reagent points to modify a bomb concoction into a Prismatic Bomb. The bomb detonates into a myriad swirl of arcane energies, forming a sphere with a 10 foot radius around the the target lasting for two turns. When a Creature enters the sphere's area for the first time on a turn, or begins their turn there, are affected by Prismatic Bomb as though subject to prismatic spray against your Apothecary's save DC. You may only create one Prismatic Bomb per long rest.