Artificer
Base Class: Artificer

Apothecaries are masters of herbalism and alchemy, seamlessly blending nature's bounty with arcane expertise. As an intelligence-based parallel to the Druid or Cleric, these skilled artisans harness the power of plants to concoct potent potions that enhance the abilities of themselves and their allies on and off the battlefield. Pacifists at heart with a keen understanding of healing flora, Apothecaries excel in both defense and support.

Tool Proficiency

You gain proficiency with a herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Apothecary Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Apothecary Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Apothecary Spells

ARTIFICER LEVEL SPELL

3rd

barkskin, goodberry, locate animals or plants, purify food and drink, spare the dying

5th

cure wounds, detect magic, detect poison and disease, identify

9th

confusion, mass cure wounds, plant growth, sleep

13th

tree stride, commune with nature

17th

creation, transport via plants

Knowledge of Healing

Your knowledge of anatomy and herbal remedies allows you to use Intelligence as your base attribute for Medicine checks.

Tinctures, Powders, and Advanced Aromatics

Once per long rest, you can choose to imbue any single-target effect spell into an empty container without consuming a spell slot. The spell becomes concentrated in a form depending on the container. As an action, the spell can be used from the container.

If a spell requires dice to be rolled to determine its effect, make the dice roll at the time the imbued spell is deployed.

Creating a tincture, powder, or aromatic requires you to have an alchemist's supplies or herbalism kit on your person, and any imbued spell you create with this feature lasts until it is deployed or until the end of your next rest.

When you reach certain levels in this class, you can imbue more spells at the end of a long rest: two at 6th level and three at 15th level. Each imbued spell requires its own container.

Container Effect

Bottle, Flask, Cup, Tincture

The imbued spell is distilled into one dose of a liquid form. A dose can be consumed as a bonus action.

Bag, Bowl

The imbued spell is distilled into one dose of a powdered form. The dose can be used:

- as an action, be blown forward in a 5x10 cone; or
- as a bonus action to add a supplementary effect to an air-based spell or attack made by another character.

Vial

The imbued spell is distilled into one dose of an aromatic form in the container. The container can be thrown up to 30 feet as an action, shattering the container and deploying the imbued spell to all entities, friend and foe, in a 5-foot radius.

Herbal Savant

You've developed masterful command of magical flora, enhancing the healing and damage you create through them. Whenever you cast a spell using your herbalism kit as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Plant Whisperer

As an action, you can create a display of apothecary prowess to charm plants. Each plant creature that has you in line of sight within 30 feet must make a Wisdom saving throw against your Nature check. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

The Apothecary's Oath

The Apothecary's Oath is to do no harm, with notable exceptions for the many beasts and monsters that will kill you despite your pacifist intentions. When you heal another, you have a chance to charm them with a healing touch.

Whenever you heal an enemy with a physical touch for more than half of their current health, they must make a Wisdom saving throw against a Medicine check. If they fail, they are charmed for one minute. While they are charmed by you, they are friendly to you and other creatures you designate.

If an Apothecary's Oath attempt fails and the enemy is able to attack, the enemy may make a critical strike against you.

An Apothecary's Oath cannot be performed against a creature that is unconscious.

An Apothecary's Oath attempt is ineffective against combatants whose heart is closed to the inherent good of healing. If the target is of an Evil alignment, their Wisdom Saving throw can be made at advantage, and your competing Medicine check must be made at disadvantage.

An Apothecary's Oath attempt cannot be made against automatons or other mechanical creatures.

Surgical Strike

As an action or bonus action, you can make a Medicine check against a target (DC: 10 + target's Deception). On a successful roll, you may gain knowledge about any weak points of an enemy's anatomy for one minute, or until the weak point is remedied by the enemy.

This knowledge allows Surgical Strikes against an enemy, doing an additional sneak attack bonus (1d6) upon hitting an enemy's weak point. You may communicate this knowledge to others to share the bonus with them.

Surgical Strikes cannot be made if the attack is at disadvantage.

After making a Surgical Strike on an enemy, or if the knowledge of the enemy's weak points is communicated in a way that the enemy can perceive, they may take an action on their turn to remedy the weak point if such a remedy is possible.

Master Apothecary

You gain the ability to command plant creatures. While creatures are charmed by your Plant Whisperer feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

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