Base Class: Artificer
The Apothecary are the practically-minded alchemists, for adventuring parties always needs a healer, and clerics might be in short supply. During their downtime, such alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. Apothecaries are constantly at work studying potions and herbology, preferring to learn how to mend the body, rather than destroy it.
All spells that are used by Apothecary come in the form of an elixir that is consumed, or a potion vial that is thrown at a target.
Skilled Alchemist
With this feature, you understand the basic building blocks and compounds to create alchemical items.
There are three basic essences and three compound essences that can be used to create alchemical items. The three basic essences are Cerulite, Crimsonite, and Gildleaf. While the three compound essences are Orchidium, Pyrite, and Verdanite.
The three basic essences can be derived from plants, animals, and other physical items from the world. The compound essences come from magical sources, or must be created by special brewing formulae using the basic essences. These brewing formulae are only available to those with the Advanced Alchemist feat.
A skilled alchemist can use the basic essences to make alchemical items in which they have learned the formulae. These are often tracked and recorded in Alchemy Books. Using Alchemist Supplies, the crafting DC is equal to a base 10 + 1 per rarity tier + 2 per essence used + 2 per extra dose created.
Rarity Tiers: Common (+1), Uncommon (+2), Rare (+3), Very Rare (+4), Legendary (+5)
Essences: Cerulite, Crimsonite, and Gildleaf, +2 each, While Orchidium, Pyrite, and Verdanite, are +4 each.
Brewing requires 1 hour and can be done during a short or long rest. A maximum of 4 extra doses (5 total) can be made in one brewing session.
Apothecary Bag
3rd-level Apothecary feature
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies, you create you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies, if those reagents are not consumed or have a negligible cost while this bag is on your person.
Additionally, the weight of your supplies are reduced to 1 lb. If this bag is ever lost or destroyed you can spend 50 gp to purchase a new one or half as much in material costs to craft on over the course of three days.
You can use your Apothecary Bag in place of Alchemist’s Supplies, Herbalism Kit, or Poisoner’s Kit. You are proficient with any check that uses your Alchemist’s Bag as a tool.
Apothecary Spells
3rd-level Alchemist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Admixture: Heal Minor, Admixture: Painkiller |
|
5th |
Admixture: Heal Light, Admixture: Restoration |
|
9th |
Admixture: Heal Moderate, Admixture: Resist Energy |
|
13th |
Admixture: Heal Serious, Admixture: Gold Skin |
|
17th |
Admixture: Heal Critical, |
Medication Pill
3rd-level Apothecary feature
Starting at 3rd level, after completing a long rest you craft up a number of medication pills equal to your Intelligence Modifier + your alchemist level/5 (rounded down). When consumed by you or a creature you have bestowed the pill, within in 1 round the consumer regains 1d12 + your intelligence modifier in hit points. This increases by 1d12 at alchemist levels 5, 10, 15, and 20.
3rd #: Int Modifier Healing: 1d12+int mod
5th #: Int mod+1 Healing: 2d12+int mod
10th #: Int mod +2 Healing: 3d12+Int Mod
15th #: Int Mod +3 Healing: 4d12+Int Mod
20th #: Int Mod +4 Healing: 5d12+Int Mod
Potion Toss (20-ft)
5th-level Apothecary feature
You’ve developed a chemical mechanism to deliver potions more effectively to distant allies. You can the Use an Object action to hurl a potion at a willing creature within 20-ft of you. The target gains the benefit as if they had drank the potion normally.
Restorative Medications
9th-level Apothecary feature
You’ve increased your skills with healing potions. Whenever a creature drinks a potion that your brewed that restores hit points, the creature gains advantage on saving throws until the end of their next turn.
Advanced Alchemist
With this feature, you understand the complex advanced building blocks and compounds to create alchemical items.
There are three basic essences and three compound essences that can be used to create alchemical items. The three basic essences are Cerulite, Crimsonite, and Gildleaf. While the three compound essences are Orchidium, Pyrite, and Verdanite.
The three basic essences can be derived from plants, animals, and other physical items from the world. The compound essences come from magical sources, or must be created by special brewing formulae using the basic essences. These brewing formulae are only available to those with the Advanced Alchemist feat.
Taking 1 hour (can be done during a short or long rest), you can combined the following basic essences to create compound essences:
Cerulite and Crimsonite creates Orchidium. It requires 2 does of Cerulite and Crimsonite to make 1 dose of Orchidium.
Cerulite and Gildleaf creates Verdanite. It requires 2 does of Cerulite and Gildleaf to make 1 dose of Verdanite.
Crimsonite and Gildleaf creates Pyrite. It requires 2 does of Gildleaf and Crimsonite to make 1 dose of Pyrite.
An advanced alchemist can use the basic essences to make alchemical items in which they have learned the formulae. These are often tracked and recorded in Alchemy Books. Using Alchemist Supplies, the crafting DC is equal to a base 10 + 1 per rarity tier + 2 per essence used + 2 per extra dose created.
Rarity Tiers: Common (+1), Uncommon (+2), Rare (+3), Very Rare (+4), Legendary (+5)
Essences: Cerulite, Crimsonite, and Gildleaf, +2 each, While Orchidium, Pyrite, and Verdanite, are +4 each.
Brewing requires 1 hour and can be done during a short or long rest. The maximum of 4 extra doses (5 total) can be made during a single brew session.
Concoction: Raise Dead
15th-level Apothecary feature
Beginning at 15th level, you can create one elixir when you brew potions after completing a long rest. If the elixir is administered to a fallen creature within 5 minutes of death, the creature will restore up to 1 hit point and become conscious within 10 minutes of the elixir being administered. This elixir does not replace body parts, it has no effect if the target has been dead for more than 5 minutes, and it will not heal or remove any poisons, diseases, or other natural causes of death.
Previous Versions
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5/27/2021 1:00:00 AM
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11
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Coming Soon
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Posted Sep 3, 2021Good to know, and again thank you for all you fantastic work. There should be a tip button or something.
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Posted Sep 3, 2021It is still in the unfinished pile, so its not public yet. It is based on the idea of the stoneskin spell, but gold instead and will have a subtle change to make sure its not simply a reskin.
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Posted Sep 2, 2021This is amazing! It will work for my world so well. Thank You for all your hard work on this.
PS - I was not able to find "Admixture: Gold Skin" in the homebrew spells section. Is it simply not in there or was this changed? Thank You again!