Base Class: Wizard
Apothecaries are Wizards who have devoted themselves to the study and creation of potions. Using their knowledge of the arcane, they instill magical effects into liquid form, allowing them to brew empowering draughts and sinister poisons. Some combine the druid’s reverence for nature with the wizard’s pursuit of learnedness, while others are wild experimenters with a penchant for testing new creations on their enemies.
Potion Maker
At 2nd level, you gain proficiency with Herbalism Kits if you are not already proficient with them. While you have access to an Herbalism Kit, you may brew a potion. To do so, choose one spell you have prepared with a range of self or touch that targets a creature. You expend any spell slot required to cast that spell and supply any required components, imbuing your new potion with the effect of that spell. The brewing process takes either 1 hour or the casting time of the spell used, whichever is longer. Once brewed, a potion will retain its effects for 24 hours, after which it loses any magical properties.
A creature may drink a potion created this way as an action. If so, the potion is consumed and the effect of the spell used in its creation occurs, targeting the drinker, who counts as willing for any of the spell’s effects. If the spell requires a saving throw or attack roll, it uses your Spell Save DC and Spell Attack Modifier.
Alternatively, if the spell used in the creation of the potion has a range of touch, you may throw it as an improvised weapon. If the attack hits, the potion shatters on the target and affects them as though they had drunk it.
Rushed Brew
Also starting at 2nd level, when you brew a potion and the spell used in the brewing of the potion has a casting time of 1 action or 1 bonus action, you may choose to rush the brewing time, bringing it down to 1 action. If you do so, make an intelligence check using your Herbalism Kit with a DC equal to 12 + the level of the spell slot expended (0 if no spell slot was expended). On a success, the potion is brewed as normal. On a failure, the potion does not have the effect you intended: roll on the Failed Potion table to determine the actual effect of the potion. In this event, the components and spell slot required for the intended spell must still be supplied. You may choose to fail this check.
All failed potions can be lobbed as described in Potion Maker unless stated otherwise in its description
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1d8 |
Description |
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1 |
Effervescent Potion: The contents of this potion pour out of the top of its vial, becoming a thick cloud of gas. The cloud, which is a 10-foot radius sphere centered on your location at the time this potion first took effect, lasts for 1 minute. Creatures within the gas cloud are blinded, but attack rolls against them have disadvantage instead of advantage. Because this effect occurs immediately, this potion cannot be lobbed. |
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2 |
Unstable Potion: The contents of this potion are caustic and highly reactive. At the start of your next turn, or if its vial breaks before then, it explodes. When it explodes, each creature in a 5-foot radius sphere centered on the potion must make a Dexterity saving throw. A target takes 2d8 fire damage plus an additional 1d8 fire damage for each level of the spell slot expended to create this potion on a failed save, or half as much on a successful one. Rather than following the regular rules for lobbing a potion, you may use a bonus action to throw it up to 30 feet away, and you may choose whether or not its vial breaks when it lands. |
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3 |
Spectral Potion: If a creature is affected by this potion, they immediately vanish from their current plane of existence and reappear in the Ethereal Plane. If they were already in the Ethereal Plane, they are transported to a safe location in the Material Plane instead. At the start of their next turn, they reappear in their original position if it is unoccupied, or the nearest unoccupied space otherwise. |
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4 |
Noxious Potion: If a creature is affected by this potion, they must make a constitution saving throw. On a failed save, they take 1d6 poison damage, plus an additional 1d6 for each level of the spell slot expended to create this potion, and are poisoned for 24 hours. On a successful save, they take half as much damage and are not poisoned. If this potion is lobbed, a successfully hit target makes no saving throw and takes the full damage, but is not poisoned. |
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5 |
Intoxicating Potion: If a creature drinks this potion, they are inebriated for 1d4 x 10 minutes plus an additional 10 minutes for each level of the spell slot expended to create this potion. During this time, they gain advantage on skill checks, ability checks, and saving throws using Charisma and gain disadvantage on skill checks, ability checks, and saving throws using Dexterity. This potion cannot be lobbed, but it does not lose its viability after 24 hours. |
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6 |
Calming Potion: If a creature is affected by this potion, they must make a Charisma saving throw. On a success, this potion has no effect. On a failure, the creature is charmed by all creatures it can see for 1 round plus an additional round for each level of the spell slot expended to create this potion. This effect ends early if the creature takes any damage. |
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7 |
Beautiful Potion: This potion has a delicious looking hue and a gleam that hints at the power within. It has no effects. |
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8 |
Opaque Potion: The effects of this potion are unclear. Once a creature is affected by it, they roll on this table to determine the potion’s effects. If they roll an 8, they roll again until another number is rolled. |
Augmented Potions
Starting at 6th level, you can choose one of the augmentations from the Augmentations table below when brewing a potion. When you do so, you must supply the listed material component, which is consumed. At 10th level, you can choose to add up to 2 augmentations to a single potion, and at 14th level you can add up to 3. You may add the same augmentation to a single potion more than once.
Augmentation effects are applied to any creatures as long as they are affected by the potion. For potions that have an instantaneous duration, the augmentation effects are applied for a duration of 1 round. If a potion’s brewing time was rushed and you fail the intelligence check to brew the potion correctly, any chosen augmentations still apply.
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Effect |
Required Material Component |
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All affected creatures regain 1d6 + 3 hit points. |
A handful of roasted mustard seeds. |
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All affected creatures have a -2 penalty to any saving throws made to resist its effects. |
A dried wolfsbane stem. |
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All affected creatures gain a +1 bonus to their AC for the duration of its effects. |
A handful of crushed pumice. |
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All affected creatures gain +5 feet to their running speed for the duration of its effects. |
A ground snail’s shell. |
Potion Master
Starting at 10th level, if you rush the brewing time of a potion and fail the intelligence check to brew that potion correctly, you regain the spell slot spent on brewing that potion as long is it was 3rd level or lower.
Elixir
At 14th level, you have learned the secret to creating powerful potions that never expire. Any time within 24 hours of brewing a potion, but before it has been consumed, you may choose to continue the brewing process to turn the potion into an Elixir. To do so, you expend 25 GP, representing the extra materials that must be acquired and used, and the potion must brew for 7 additional days, during which time the potion and Herbalism Kit used to brew it cannot be moved or used for other purposes. Each day during this process, you must spend 1 hour tending to the potion, which may be done during a long or short rest. Additionally, you may add one extra augmentation to your Elixir per day while it brews, up to 3 extra augmentations (for a maximum total of 6 augmentations).
If at any time any of the above criteria are not met, the process immediately fails, and the potion loses any magical effects after 24 hours from that time. If the 7 days elapse successfully, the potion finishes brewing and will not lose its magical effects, even after 24 hours.







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