Base Class: Cleric
Gods of apothecary -- such as Asclepius, Dohter, Apollo, Chiron -- are divine healers and beings who represent the arts of medicine. Different from the Technology Domain, they understand the in and out of anatomy, as well as how every herbal ingredient works, as their existence rings strongly, even after eons of time. They're patrons of doctors, nurses, alchemists, healers, and rescuers. Their clerics are a persistent force in the world, jumping into flames of danger, constant hard work and effort, medicine creation, tending to wounds and injuries, and diagnosing patients no matter what race or ethnicity. They prefer saving people from dangers and threats instead of directly resolving a problem whenever possible.
That does not mean that these people are pacifists. In cases of unignorable danger, they need to stand up for themself, having a sharp weapon ready to repel dangers. They also are rational, and calculative, as well as performing triage, making quick decisions to save the most people. This also includes rescuing people under collapsed buildings, performing amputations if the situation is dire, and dismembering those that pose a major threat to one's safety.
Domain Spells
You gain domain spells at the cleric levels listed in the Apothecary Domain Spells table. See the Divine Domain class feature for how domain spells work. (add manual with !sb add spellname)
| Cleric Level |
Spells |
|---|---|
| 1st | Goodberry, Tasha's Caustic Brew |
| 3rd | Invisibility, Melf's Acid Arrow |
| 5th | Haste, Stinking Cloud |
| 7th | Fabricate, Vitriolic Sphere |
| 9th | Animate Objects, Creation |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with battleaxe, greataxe, and Alchemist Supplies.
Medicine Arts
Beginning from 1st level, your magic can siphon the medicinal effects from potions. Once per turn, when casting a spell that targets a willing creature, you can also administer a potion consumable to one of the targets. This requires you to hold the potion and it requires one action or less to use it.
Channel Divinity: Enhance Potion
Starting at 2nd level, you can use your Channel Divinity to enhance a potion within your possession. As an action, you imbue divinity into your medicine that lasts for 8 hours. When doing this, choose from one of the upgraded effects(a potion cannot have more than one of these effects):
- The potion's duration is doubled
- The potion's healings roll the maximum number of hitpoints.
- The potion automatically gets used by the willing holder when it meets its trigger, similar to Contingency. The trigger is set when applying this, and its trigger must be a physical trigger from the holder.
- The potion stores a touch range spell from the cleric spell list that targets a creature, expending the cleric's spell slot and components. When drunk as an action, its spell effects are applied nonmagically, making the drinker the target of that spell. Additional effects and bonuses from the cleric do not apply to this stored spell.
Immunization
Beginning at 6th level, you gain immunity to diseases. Additionally, while you are at full hitpoints, you can suppress any effect that causes you to be charmed, deafened, or poisoned. When you are no longer at full hitpoints, any suppressed effect resumes, provided that its duration has not expired in the meantime.
At 17th level this improves to include the conditions of paralyzed, petrified, and incapacitated.
Painful Strike
At 8th level, you gain the ability to infuse your weapon strikes with anatomical experience -- knowledge of bones, limbs, and muscles. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage or 1d12 slashing damage (optional, if using an axe) to the target. When you reach 14th level, the acid extra damage increases to 2d8 and the slashing damage increases to 2d12.
Charity Healing
Starting at 17th level, Lesser Restoration and Greater Restoration have a cast range of 60 ft., and single-target spells that restore hit points can target another creature within the spell's range.
In addition, your Medicine Arts now can affect all willing creatures you targeted by your spell using a single consumable, but its duration is reduced by one unit if any. Refer to the following units for reference:
- X year(s) changes to X day(s)
- X day(s) changes to X hour(s)
- X hour(s) changes to X minute(s)
- X minute(s) changes to X round(s)
- X round(s) changes to 1 round
- 1 round is not valid for this effect
Example: Potion of Speed lasts 1 minute. Sharing this effect with multiple targets reduces its duration to 1 round. However, you can use Channel Divinity: Enhance Potion to increase its duration to 2 rounds, but are you sure it's worth it?
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