Base Class: Rogue
A bell jingles above the door as you step into the small, dimly lit shop. You notice shelves of various heights shoved against every inch of available wall space. These shelves are piled high with various vials filled with liquids of all different colors, some also seem to have body parts floating inside. You look away and set your eyes straight ahead, not daring to look around any further. A tall elf man appears from a door just behind the counter, wiping his hands on an apron and straightening his spectacles before smiling at you. He asks in a calm voice how he might be of service. You tell him that you're in need of a rare medicine to heal your ailing companion. Is he able to help? He smiles as he pulls a vial with blue murky liquid from his apron pocket. You're unsure if it's a trick of the light, but you think you see his eyes flash wickedly as he tells you in a smug voice "I can heal anything, for a price."
Spellcasting
When you select this archetype at 3rd level, you gain the ability to cast spells. See the Druid spell list for your complete list of spells.
Cantrips: You can learn three cantrips: mage hand, spare the dying, and one other from the druid spell list. You can learn another druid cantrip of your choice at level 10.
Spell slots:
- 3rd Level: 3 cantrips; 2 1st level spell slots
- 4th Level: 3 cantrips; 3 1st level spell slots
- 5th Level: 3 cantrips; 3 1st level spell slots, 1 2nd level spell slot
- 6th Level: 3 cantrips; 3 1st level spell slots, 1 2nd level spell slot
- 7th Level: 3 cantrips; 4 1st level spell slots, 2 2nd level spell slots
- 8th Level: 3 cantrips; 4 1st level spell slots, 2 2nd level spell slots
- 9th Level: 3 cantrips; 4 1st level spell slots, 2 2nd level spell slots
- 10th Level: 4 cantrips; 4 1st level spell slots, 3 2nd level spell slots
- 11th Level: 4 cantrips; 4 1st level spell slots, 3 2nd level spell slots
- 12th Level: 4 cantrips; 4 1st level spell slots, 3 2nd level spell slots
- 13th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 2 3rd level spell slots
- 14th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 2 3rd level spell slots
- 15th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 2 3rd level spell slots
- 16th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 1 4th level spell slot
- 17th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 1 4th level spell slot
- 18th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 2 4th level spell slots
- 19th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 2 4th level spell slots
- 20th Level: 4 cantrips, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots
Spellcasting Ability:
Wisdom is your spellcasting ability as you spent years of trial and error identifying a variety of flora and fungi for their medicinal purposes. Use your Wsidom whenever a spell refers to your spellcasting ability. Use your Wisdom modifier when setting the saving throw DC.
- Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier
- Spell Attack Modifier: your proficiency bonus + your Wisdom modifier
Self Taught Botanist
When you choose this archetype at 3rd level, you gain the ability to apply your proficiency bonus to any skill checks requiring Medicine or an Herbalism Kit.
Wholesale Prices
When you reach 9th level, you have become adept in negotiating prices with your ingredient suppliers. It now costs you 25% less to craft items using your Herbalism Kit. Below is an example table of crafting costs for this subclass. The amount of time is also reduced as it is typically 25 gp/day to craft an item. NOTE: Your DM might have different rules regarding item crafting. Make sure to check with them prior.
- Common: regular cost: 100 gp | usual days: 4 | reduced cost: 75 gp | days: 3
- Uncommon: regular cost: 500 gp | usual days: 20 | reduced cost: 375 gp | days: 15
- Rare: regular cost: 5,000 gp | usual days: 200 | reduced cost: 3,750 gp | days: 150
- Very rare: regular cost: 50,000 gp | usual days: 2,000 | reduced cost: 37,500 | days: 1,500
- Legendary: regular cost: 500,000 gp | usual days: 20,000 | reduced cost: 375,000 | days: 15,000
Biohazard
Starting at 13th level, you can use your botched and toxic creations as more effective weapons than typical acid. As an action you can splash the vial onto a creature within 5ft of you or throw the vial up to 40ft away, shattering it on impact. All creatures within 5ft of the thrown target must make a Dexterity saving throw equal to DC 12 + your Dexterity modifier. On a hit, the target(s) takes 4d6 acid damage. At 17th level, damage increases to 5d6.
Combat Pharmacist
By 17th level, you have learned to think on your feet in the midst of combat and quickly combine ingredients into healing salves and tonics.
As your bonus action, you can expend this feature to craft a potion for a willing creature within 30ft of you. The amount of HP restored is equal to half of your sneak attack dice. (Ex: a level 17 Apothecary would roll 4d6 to determine the amount of HP restored.)
You can use this feature a number of times equal to your Wisdom modifier. Once you deplete its uses, you can't use this feature again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/29/2021 5:36:50 AM
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19
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1
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5e
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Coming Soon
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