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As a Pharmacist, you have studied the science of creating a wide variety of drugs. You have vast knowledge of biology among the common (and often less common) creatures of the realm which allows you to exploit their common weaknesses.

Once per long rest you are able to create one of the following concoctions. You can have no more than three of these on hand at a given time. All of these require injection and so must first bypass the targets AC with either an attack from the Soulbound Spider or via an attack with a loaded syringe (1d20 + proficiency + dex modifier) unless otherwise specified. It takes one action to load the spider or a syringe. 

During a long rest, first state the drug you intend to create, roll your Pharmacist die (1d8 at level 7, 1d10 at level 11, and 1d12 at level 15) then add your Medicine skill; this will set the DC for the created potion.

The DM may decide certain creatures are either resistant or immune to any of these concoctions beyond the standard ruleset.

 

Somnium (Sleep):

Duration: 1 minute in combat, 1d4 hours out of combat

Administer: Ingestion or injection

A liquid with an odor, taste, viscosity, and color closely resembling that of a typical healing potion.

On a failed Constitution save, this drug sends a creature into a slumber when either injected or ingested. The creature affected by this falls unconscious until the effects end, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

 

Plenatimoris (Fear):

Duration: 1 minute in combat, 5 minutes out of combat

Administer: Injection

A viscous black substance that can cause hallucinations, extreme paranoia, and fear. 

The target must succeed on a Wisdom saving throw or become frightened of the first creature it sees after failing its save until the duration ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A construct or an undead is immune to this effect. 

 

Vertiaserum (Truth):

Duration: 10 minutes

Administer: Injection

A slick, dark blue substance with a foul smell, not unlike rotten eggs.

A creature injected by this serum must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while under the effects. You know whether this creature succeeds or fails on its saving throw. An affected creature is aware of the effects and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

 

Falsmortem (Feign Death):

Duration: 1 hour

Administer: Injection, willing

A thin lavender-colored liquid with an iridescent quality.

You inject a willing creature and put it into a cataleptic state that is indistinguishable from death. For the duration, or until you use your alchemical or healing kit (such as smelling salts) to rouse them, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0.

This serum should only be administered by a medical professional as incorrect dosages have a habit of stopping the heart permanently.

 

Inclusasavem (Paralyze):

Duration: 1 minutes in combat, 5 minutes out of combat

Administer: Injection

A clear thin liquid that is absorbed quickly into the bloodstream, causing severe cramping which can result in locked muscles.

When a humanoid is injected, they must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effects end on the target.

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Master Pharmacist Image