You've spent your time jumping between selling crafted infernal glass in the material plane and selling human apothecary salves in tiefling settlements of the infernal plane.
- Ability Scores: You should have a decent charisma (+1 at least), and an acceptable intelligence score, but beyond that, it's up to you.
- Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice.
- Skill Proficiencies: Simple Weapons, Light armor, medicine skills, survival, and persuasion are crucial to survival as an apothecary and artisan as well as an interplanar traveler of places.
- Tool Proficiencies: Alchemist's Supplies, Glassblower's Tools, Herbalism Kit because you use these skills in your trade(s).
- Languages: Common and Infernal (or some other Tiefling dialect) are included for free, though we reccommend you add CSL
- Equipment:
- Alchemist's Supplies
- Glassblower's Tools
- Antitoxin
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Basic Adventuring gear A:CaltropsCrowbarOilRationsRopeTinderboxTorchWaterskin
Select an option or roll a d8 to figure out your specialization as an apothecary.
- 1: Herbalism & Poultices: Focused heavily on wild foraging, soothing common fevers, and making standard healing salves.
- 2: Toxins & Poisons: Specialized in lethal extracts, venoms, and understanding the fine line between a cure and a fatal dose.
- 3: Exotic Flora: Learned rare botany from a mentor, a fey creature, or deep wilderness travels.
- 4: Field Surgery: Accustomed to treating traumatic battle wounds, setting bones, and performing desperate measures on the road.
- 5: Guild Formulations: Trained strictly under standard merchant guilds to mass-produce reliable tonics and trade goods.
- 6: Oddities & Esoterica: Experimenting with alchemical components, monster parts, or minor occult properties
- 7: Varied Anatomy Expert: Easily able to treat multiple species and races without difficulty.
- 8: Esteemed colleague: You've been trained by the best and have a profound knowledge of all things medicinal. You typically work with nobles, selling your services for great prices.
Your guild grants you access to meeting places, legal backing, and potential political or financial support. You may select either a glassblowers guild or a medicine guild.
Contacts
You have connections with a specific glassblower's guild (Tieflings), and a human or wood elf apothecary guild. You can have connections with suppliers or buyers if you wish.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. You tend to know most everything about glass industyr and basic apothecary skills.
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