Base Class: Rogue
The poison maker, the brew crafter, the secret healer. Phantom Apothecaries are all those and more. Their craft and sometimes trade focused on the making of potions, poisons, acids, antidotes and more. Sometimes the undergrounds secret benefactor, other times a unseen savior, all the times a Phantom Apothecary.
Tools of the Trade
Starting at level 3, you gain all the equipment needed to be a proper Apothecary. Gain all the following.
- Brewers Supplies.
- Alchemist supplies.
- Glass Blowers tools.
- Poisoners Kit
- Syringes
Gain proficiency in all of the above as well.
Art of the Pharmaceutical
Starting at level 3, you can start to make and craft your brews. all the following below applies.
You can only make up to 2 brews (all concoction below) per long rest. and can only make them if you have the supplies to do so (Insects, flowers, plants, really whatever the DM allows)
Minor Vitality Potion: When applied, target heals 3d4 + INT or WIS modifier.
Lesser Poison Vial: When injected, Ingested or introduced into the body. Target gains the poisoned condition and takes 1d6 poison damage every turn, This effect last for 30 seconds. AT the start of the creatures turn, they can roll a DC 13 + your WIS or INT modifier, CON check to end the poison condition, but they'll take an extra 1d6 poison damage at the start of their turn one last time after ending the effect.
Weaker Acid Bottle: When in physical contact with the target, they will take 2d6 + WIS or INT modifier in acid damage. This acid can melt through wood and some living tissues up to 5ft before fading.
Lesser Cure potion: When given to a creature inflicted by a disease. This potion will reduce or cure the effects over a set amount of time decided by how severe the disease is.
Antidote Potion: When ingested, will remove the poison condition and paralyzed condition.
Hidden Injection
Starting at level 9, you've mastered the art of getting in to give out your concoctions then slipping out back into hiding, Gain all the following below.
Whenever you successfully administer one of your brews, you can automatically re-enter stealth without using any action given you have the movement to go hide again. You gain advantage on the stealth roll if you gave the effect via syringe. This effect can only be used once per turn.
You can use your bonus action to administer a brew given that it is not an attack roll or requires a DC to do.
Experienced Brew Crafter
Starting at 13th level, You've now thoroughly learned how to make your brews and started making advanced versions of them. Gain all the following.
You can now make Three Brews a per long rest given you have the materials to make them.
You gain advantage on any checks to investigate, resist or study Drugs, Poisons or Acids
Moderate Vitality Potion: When applied, target creature heals 2d8 + 2d6 + your INT or WIS modifier.
Major Poison Vial: When injected, Ingested or introduced into the body. Target gains the poisoned condition and takes 2d6 poison damage every turn, This effect last for 2 minutes. At the start of the creatures turn, they can roll a DC 15 + your WIS or INT modifier, CON check to end the poison condition, but they'll take an extra 2d6 poison damage at the start of their turn one last time after ending the effect.
Stronger Acid Bottle: When in physical contact with the target, they will take 4d8 + WIS or INT modifier in acid damage. This acid can melt through some metals, woods and living tissues up to 10ft before fading.
Stimulate Drug: When applied, target creature gains the haste condition for 3 turns. they become lethargic after it ends.
Sleepy Substance: When applied, creature must make a DC 13 + your WIS or INT modifier, CON save, or gain the unconscious condition for 3 hours or until it ends.
Psychosis in a Bottle: When applied, creature must make a DC 13 + your WIS or INT modifier, WIS save, or they'll go mad for a minute. While in their crazed state, they'll lash out any living being near them, friend or foe and gain disadvantage at any WIS saving throw.
Master Apothecary
Starting at 17th level, you've mastered all their is to know about being a Phantom Apothecary, all the following applies.
Once per long rest, whilst in combat, you can make either 3 level 1 brews (3rd level brews), 2 level 2 brews (13th level) or 1 3rd level brew (17th level)
Major Vitality Potion: When applied, target creature heals 2d10 + 4d6 + your INT and WIS modifier.
Master-craft Poison Vial: When injected, Ingested or introduced into the body. Target gains the poisoned condition and takes 2d10 poison damage every turn, This effect last until its resisted or cured. At the start of the creatures turn, they can roll a DC 17 + your WIS or INT modifier, CON check to end the poison condition. If they fail this check 3 times, it can no longer be resisted and will need to be cured instead.
Powerful Acid Bottle: When in physical contact with the target, they will take 4d12 + WIS and INT modifier in acid damage. This acid can melt through some magic, metals, woods and living tissues up to 30ft before fading.
All Curing Potion. When applied to a creature, it will cure almost all illnesses, diseases and poisons. Stronger ones will either be reduced, require a CON check to cure or be unaffected.
Unstable Blood Drug: When applied into a creature veins, their blood will become flammable. if set alight, anyone in contact will take 1d6 fire damage. This effect last for a minute or until cured, there is no check to resist this.
Sedative: When applied into a creature, they must make a DC 16 + your INT modifier, CON check, or be paralyzed for 10 minutes. They can try to resist this effect at the end of their turn.
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