Sage, Apothecary
Hit Points
Hit Dice: d6 per Sage, Apothecary level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
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Saving Throws:
Skills:
Overview & Creation
The apothecary is the sage of potioncraft and herbalism. A skilled healer, she can diagnose poisons, diseases or even magical curses to develop cures. With a wide ranging knowledge of various potions, she can craft buffs for her allies or provide oils and poisons to take down their foes.
Class Features
Lv.3 Apprentice Apothecary
Whenever the apothecary crafts a potion they may choose to add their proficiency bonus to either the DC, or one of the potions numerical effects chosen at the time of the potion brewing. These potent potions cost twice normal cost in reagents to craft.
Lv. 5 Medical Practitioner
The sage gains the ability to diagnose poisons and diseases. The apothecary may spend a 10min ritual to determine if a specific subject has been poisoned or is suffering from a natural disease (if the disease is supernatural they know this instead, but not the nature of the magical malady). This ritual may also be used to determine if a specific substance is poisoned or carries the risk of disease.
As part of this ritual if they pass medicine skill check(s) as determined by the GM they may learn any of the below (one skill check per item of information):
- The name of the poison or disease
- The symptoms and effects of that poison or disease
- If there is an antidote and how to craft that antidote (if applicable).
Crafting an antidote requires a short rest, cost and may require special reagents as determined by the GM. After crafting a successful antidote, the apothecary may add this as a known alchemy formula to their chronicle or list of memorised rituals and crafts.
Lv. 6 Herbalism
As part of a long rest, the sage may gather up to 1d4x10gp worth of potion brewing reagents from the local environment (GM discretion as to if the environment is suitable). In addition, the apothecary gains advantage on perception and investigation checks to spot and/or identify dangerous flora in the environment. When she does so and is successful she knows the name and general hazard that the flora posses.
This ability also allows the apothecary to harvest cuttings, spore, saps, or samples of that hazardous flora as a 1min ritual, taking the appropriate precautions. When harvesting a hazardous flora 1d4 samples are retrieved. The GM may impose a sleight of hand check if/as appropriate to be able to gather these samples.
Lv. 8 Master Apothecary
At 8th level the apothecary may choose a speciality which they are known for from the list below;
- Industrious Brewing - The sage knows how to make the most of her ingredients when potion brewing and how to scale up production. The sage may elect to purchase twice the amount of reagents (double cost) to increase the yield of her potion brewing to 1d4 potions. These additional potions are all brewed as part of the same brewing craft action as part of a short or long rest.
- Combat Medicine - You may for 1 action point do one of the following;
- Toss a potion carefully to an ally within 60ft who has a hand free. The ally gains an reaction if they have not already used their reaction for this round to attempt a DC10 dexterity save in an attempt to catch the potion. If they do, they may imbibe the potion as part of this reaction action.
- Quickly apply a potion, poison or contagious matter to a weapon or object.
- Magical Exiliers – You may use ritualcraft in the brewing of your potions, when you do so the effects of the ritual are transferred to the potion that is crafted. When the potion is then imbibed or utilised the effects of the ritual enter into effect with GM discretion. These magical potions are called exiliers and cost the normal potion cost, plus the rituals reagent cost. Magical exiliers have a weak aura of magic.
- Acquired Tolorance – The apothecary may imbibe multiple potions at once with a lessened risk of becoming sickened.
The Constitution save DC not to become sickened reduces to DC 8 + 2 per previous potion drunk and in effect.
- Plague Doctor – The apothecary may reduce their exposure to contagious matter or poisons, making a second roll, and choosing either result. In addition the apothecary may craft a miasma mask costing 100gp. When this is filled with 20gp of sweet smelling herbs and grasses the mask obscures sickening odours and/or filters spores or fumes allowing the apothecary or an ally that wears it to breathe normally. Such a mask retains its effectiveness for 24hrs before the herbs must be refreshed.
Lv. 10 – Legendary Apothecary
In addition, the apothecary may craft enhanced decocotions by combining multiple potions into one complex potion.
To craft a decoction the apothecary takes two or more potions already crafted as regents and attempts to combine them as part of a short or long rest making a medicine check at the end of the rest. The DC to combine the potions being;
- +4 per common recipe
- +6 per uncommon recipe
- +8 per rare recipe
- +10 per legendary recipe
If successful, then the potion combines all effects of the base potions, if the check fails by more than 5 then a sickening mixture is produced. Otherwise the potion has a random effect from one the base potions used (GM discretion applies).