Blackbando

APOTHECARY

Oct 24th, 2018
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  1. ### Apothecary
  2. you're like a guy ordered by a bard from a sweatshop so the owner wouldn't be murdered in the night
  3. #### Apothecary's Training
  4. When you choose this archetype, at 3rd level, you gain proficiency in alchemy supplies, herbalist's kits, and the Medicine skill. Additionally, the amount of time it takes you to create a potion during downtime is halved.
  5. #### Elixirs
  6. (i don't know what to call these but i can't view my wiki at school) At 3rd level, you can brew up potent potions and tinctures, called elixirs.
  7.  
  8. ***Brewing Elixirs.*** At the end of a long rest, you brew up a number of elixirs equal to your Wisdom modifier (a minimum of 1 elixir). You choose what type each elixir is when you brew it, from any of the options at the end of this class description. These elixirs are potent until your next long rest, after which point all of them become inept. An elixir is expended once it is used.
  9.  
  10. ***Using Elixirs.*** When you take the Attack action, you can forego one of your attacks to either drink an elixir or give an elixir to a creature within 5 feet of you. Alternatively, you can attach the elixir to an arrow or bolt as a bonus action, and when you hit a creature with that arrow or bolt, the creature is affected by the elixir's effects, instead of the damage of the attack.
  11.  
  12. ***Elixir Die.*** Some effects for elixirs require your elixir die to determine the potency of the effects. At 3rd level, your elixir die is 2d6, and increases by 1d6 at 7th (3d6), 11th (4d6), and 15th (5d6) levels.
  13.  
  14. #### Quick-Fix
  15. Beginning at 7th level, you brew up your elixirs at the end of a short or long rest.
  16.  
  17. #### Battle Alchemist
  18. Starting at 11th level, once per turn, whenever you take the Attack action on your turn and forego an attack to use an elixir, you can make an additional attack as part of the same action.
  19.  
  20. #### Master Apothecary
  21. By 15th level, you have mastered the art of brewing elixirs. You brew up twice as many elixirs at the end of a short or long rest.
  22.  
  23. ### Elixirs
  24. The elixirs are listed in alphabetical order. Whenever an elixir refers to a saving throw, the DC is equal to your ranger spell save DC.
  25. ##### Fire Breath
  26. A creature that is affected by this elixir can forego one of its attacks when it takes the Attack action to unleash a 15-foot cone of flames from its mouth. If you drink this elixir by foregoing one of your attacks, you can unleash the cone as part of the same attack you expended. All creatures within the cone must succeed on a Dexterity saving throw, taking fire damage equal to your elixir die on a failed saving throw, or half on a success.
  27. ##### Healing
  28. A creature affected by this elixir restores hit points equal to your elixir die. A construct or undead is unaffected by this elixir.
  29. ##### Poison
  30. A creature affected by this elixir must make a Constitution saving throw. On a failed saving throw, the creature takes poison damage equal to your elixir die, and is poisoned until the end of its next turn. On a successful saving throw, the creature takes half the damage and isn't poisoned.
  31. ##### Resistance
  32. When you brew this elixir, pick one damage type from acid, cold, fire, poison, or lightning. A creature affected by this elixir has resistance to that damage type for the next minute.
  33. ##### Slowing
  34. A creature affected by this elixir must make a Constitution saving throw. On a failed saving throw, the creature's movement speed is reduced to 0 until the end of its next turn.
  35. ##### Speed
  36. A creature affected by this elixir has its movement speed increased by 15 feet for the next minute.
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