Base Class: Wizard
Blending spellcasting with science, you distil your magic into physical, conjoured concoctions. Apothecary wizards use their magic for the sake of innovation in science and pharmacy, regardless of whether it is used for good or evil.
(Heavily inspired by the Plague Doctor subclass from Grim Hollow)
Potion Craft
Beginning when you select this arcane tradition at 2nd level, you gain proficiency in Medicine and with alchemist’s supplies and herbalism kits.
Additionally, you have learned to create magical concoctions. At the end of a long rest, you can create a number of concoctions up to twice your proficiency bonus using your alchemist's supplies or herbalism kit. When you do, for each concoction created, choose any spell from your wizard’s spell book that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot. When a creature consumes the concoction, it becomes the target of the spell as if you had just cast it. If the spell requires concentration, the creature that consumes the potion must concentrate on it to maintain the effect. Concoctions created this way lose their magical effect at the end of your next long rest.
Late Night Brew
Also at 2nd level, your creativity late at night with your 2 a.m. brain may lead to some interesting results. When you craft a concoction, you can choose to expend a single spell slot of any level to create special potion. When a creature drinks this special potion, roll a d8 to determine which of the following effects triggers.
- The creature gains a number of temporary hitpoints, determined by rolling a number of d4's equal to the level of the expended spell slot. They are also cured of any disease.
- For the next 10 minutes, the creature can choose to reroll for any number of saving throws or ability checks. They must use the new result. The number of saving throws and ability checks that can be rerolled with this feature is equal to the level of the expended spell slot.
- For up to the next 10 minutes, the creature gains a bonus to their AC equal to the level of the expended spell slot + 5. They must maintain concentration for this.
- The creature must immediately teleport to a free space they can see that is within a certain range. The creature can teleport up to 15ft for ever level of the expended spell slot.
- The creature has advantage on their next attack, unless they are under conditions such that they would have disadvantage, in which case the advantage and disadvantage cancel out. Also, the creature's next attack deals bonus damage. This bonus damage is equal to a number of d6's equal to the level of the expended spell slot.
- The creature immediately vomits out 1 platinum for every level of the expended spell slot.
- The creature learns the 3rd level spell fireball. They do not need to expend a spell slot or any components to cast the spell. They can cast the spell as an action, a number of times equal to the level of the expended spell slot. They forget the spell once it has been cast the maximum number of times
- The creature disappears into the ethereal plane, up to a number of minutes equal to level of the expended spell slot. Their movement in this plane is similar to that as if the etherealness spell was cast on them.
You can only craft 1 special potion per long rest. An unconsumed special potion loses all its magical properties at the end of you next long rest.
Advanced Experimentation
Starting at 6th level, you decide to take the limits of your potions to greater heights. You can create up to 2 late night brews instead of 1 when you craft concoctions. A creature who drinks the special potion can roll twice on the late night brew table and choose the effect. Also, as an action, the special potion can be thrown as a ranged weapon attack of up to 30ft with which the thrower is proficient in. Any creature hit by the potion takes 1d6 acid damage each time it takes an action. This lasts a number of turns equal to the level of the spell slot expended when concocting the potion.
Breathe It In
Beginning at 10th level, being persistently exposed to the most deadly ailments known has given you some small measure of resistance to them. You gain a resistance against acid, poison and necrotic damage. In addition, you are immune to disease and have advantage on saving throws against being poisoned.
Extreme Potency
Starting at 14th level, the potions you can create become twice as effective. When you craft a concotion, you can choose to make it much more potent such that its vial contains 2 portions, i.e. it can be drank 2 separate times before being used up. However, these potions are far too powerful for most. Each time a creature drinks such a potion, they take 2d8 acid damage. This damage ignores resistance and immunity. A special potion affected by this feature will have a random effect for each dose, despite it being of the same concoction. An affected special potion that is used as a ranged attack as per the Advanced Experimentation feature deals 2d6 damage per action instead of 1d6, and lasts twice as long (For example, if a 4th level spell slot was used in the concoction, it would last 8 turns instead of 4)







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