*The night was quiet as they slowly sorted through their supplies. A few leaves and mushrooms picked up from their travels that morning quickly found a place inside their satchel alongside so many other arcane plants. Turning their attention to a small vial placed near a flame they note that the verdant liquid it held was about to boil. Quickly transferring it into a larger bottle, they slowly stirred, adding a few ground leaves, watching the color slowly shift.*
Apothecaries are well versed alchemists that seek to harness the dormant magic in the natural world to protect and empower their allies with arcane concoctions. As they wander the world they keep a keen eye out for plants and ingredients that may be helpful in their creations.
---
## Becoming an Apothecary
Apothecaries come from a diverse array of backgrounds, from hermits who experimentally hone their art and remedies, to great scholars crafting elegant formula to cure ailments, or even an average adventurer studying under a master to better aid their companions. In all places practice and patience is a powerful tool.
In order to become an apothecary, a level of foreknowledge is required.
**Prerequisites -**
- A 13 in two of the following skills: Dexterity, Intelligence, Wisdom.
- Proficiency with Nature or Medicine.
- Proficiency with Alchemist's Supplies.
---
# Apothecary Features
| Level | Features | Ingredients |
|:-----:| ---------------------------------------------------------------------------- |:-----------:|
| 1st | [[Apothecary#Well-Stocked Bag\|Well-Stocked Bag]] | 6 |
| 2nd | [[Apothecary#Natural Insights\|Natural Insights]], [[Apothecary#Split Second\|Split Second]] | 10 |
| 3rd | [[Apothecary#Unstable Concoctions\|Unstable Concoctions]] | 14 |
| 4th | [[Apothecary#Feat\|Feat]] | 18 |
| 5th | [[Apothecary#Potent Precision\|Potent Precision]]%%Lucky Synthesis%% | 22 |
##### Hit Points
**Hit Dice**: 1d10 per apothecary level
**Hit Points at Higher Levels:** 1d10 (or 6) + your constitution modifier
##### Proficiencies
**Armor:** none
**Weapons:** none
**Tools:** Choose one from: Brewer's Supplies, Cook's Utensils, Herbalism Kit, Poisoner's Kit
**Saving Throws:** Choose one from: Wisdom, Intelligence, Dexterity
**Skills:** Choose two from: Culture, Nature, Medicine, Perception, Persuasion
<br>
## Well-Stocked Bag
*1st-level Apothecary feature*
You have a special bag of alchemical supplies you use to brew potions and other magical tinctures. You make a habit to maintain your collection of supplies picking up odds and ends throughout your travels. At the end of each long rest you review your stock prepare a number of **Ingredients** for the coming day that you can utilize to create **Apothic Tinctures**.
#### Ingredients
The number of ingredients you prepare each long rest is listed on the Apothecary feature table. At the end of each long rest you lose any unspent ingredients from the previous day.[^1]
#### Apothic Tinctures
When you gain this feature and as you level up, you learn the formula for Apothic Tinctures, your form of manipulating the energy dormant in the natural world condensing it into a vial ready for later release. You start out knowing [[Apothecary#Healing Draft|Healing Draft]], [[Apothecary#Minor Panacea|Minor Panacea]], and two others of your choice. (List found [[Apothecary#List of Apothic Tinctures|here]]), each time you level up you learn two more of your choice. At the end of a long rest you may study your notes and change one of your known tinctures to another of your choice.
As a bonus action you can create a Tincture you know the formula of. Each formula has a ingredient cost that you must spend to create it, some formulas allow you to spend additional ingredients for an enhanced effect. Once created, you treat tinctures as items of negligible weight until consumed or the end of the next long rest where they disappear if unused.
Being familiar with the unique magic of your tinctures, you can use them as described. Other creatures however, can only target themselves or a creature within 5 ft. of them with the effect of tinctures they use, being unable to manipulate the condensed power as adeptly as you. A creature cannot be under the effect of more than 2 tinctures at a time.
<br>
## Natural Insights
*2nd-level Apothecary feature*
Your eye for taking in the natural world and it's inhabitants is greatly improved. You may add half your wisdom modifier to nature checks, and half your intelligence modifier to medicine checks.
<br>
## Split Second
*2nd-level Apothecary feature*
You have learned to quickly form tinctures. You can create a tincture as a special action a number of times per long rest equal to your wisdom or intelligence modifier.
<br>
## Unstable Concoctions
*3th level Apothecary feature*
There is a brief moment when you mix a strong acid and a strong base where the only thing you have is a strong problem. As a bonus action you can create an unstable concoctions out of random components you have around and throw it up to 30ft where it explodes. Roll a d8 and refer to the table below.
| **d8** | **Result** |
| :----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: |
| 1 | Dud. (No Effect) |
| 2-3 | A sticky slime bursts out clinging to everything within a 15ft radius. Surfaces covered with the slime are considered difficult terrain. Separating two objects covered in the slime requires a DC 12 strength check. The slime dissolves harmlessly after 1 minute. |
| 4-5 | A toxic cloud seeps out of the concoction filling the air within a 10ft radius. All creatures caught in the area must make a DC 14 constitution check or take 2d4 poison damage. At the start of a creature's turn if they are within the cloud they must repeat the save. The cloud disperses after 4 rounds or if pushed by the wind. |
| 6-7 | The potion explodes in a violent burst. All creatures within 10ft must make a dexterity saving throw or take 3d6 fire damage, on a success they take half as much damage. |
| 8 | Pick any one of the results above. |
You may use this feature a number of times per long rest equal to your wisdom or intelligence modifier.
<br>
## Feat
*4th level Apothecary feature*
Your skills mature as you continue to hone your talents or look to new horizons. You gain the [[Ability Score Improvement]] feat or another Feat of your choice.
<br>
## Potent Precision
*5th level Apothecary feature*
Your skills reach a new height improving many of your previous features.
- You regain 6 ingredients at the end of your first 6 short rests each day.
- The range of your Apothic Tinctures increases by 30ft for you and by 5ft when used by others.
- You may use Split Second any number of times per long rest.
- When rolling for Unstable Concoctions effects you may roll an additional d8 and pick your choice of the two results.
<br>
---
# List of Apothic Tinctures
*Pre-requisites must be met to learn a tincture's formula. Level refers to level in this class.*
#### Healing Draft
*Prerequisites - none*
*Cost - 2 ingredients*
*A deep maroon concoction that lets of a feint ruby light.*
As an action you can use this item, releasing the magic it holds. A willing creature of your choice within 30ft of you regains 2d10 + twice your proficiency bonus hit points.
<br>
#### Minor Panacea
*Prerequisites - none*
*Cost - 2 ingredients*
*A sky blue concoction with suspended flecks of silver.*
As an action you can use this item, releasing the magic it holds. Choose a willing creature within 30ft of you, end one of the following conditions effecting it: blinded, deafened, paralyzed, poisoned.
<br>
#### Elixir of Silvered Mind
*Prerequisites - none*
*Cost - 3 ingredients*
*A grey liquid with a metallic sheen.*
As an action you can use this item, releasing the magic it holds. Choose a creature within 30ft of you, they stop being charmed and for the next minute they cannot be charmed. During this time they have resistance to psychic damage and their thoughts cannot be detected.
<br>
#### Eyeblight Tonic
*Prerequisites - none*
*Cost - 3 ingredients*
*A murky black liquid.*
As an action you can use this item, releasing the magic it holds. Choose a creature within 30ft of you, they stop being blinded and for the next minute they cannot be blinded. During this time they have Darkvision out to 60ft, a +3 bonus to perception checks and the first ranged attack roll they make each turn.
<br>
#### Serum of Pure Ichor
*Prerequisites - none*
*Cost - 3 ingredients*
*A emerald green liquid that hardly reacts to the light..*
As an action you can use this item, releasing the magic it holds Choose a creature within 30ft of you, they stop being poisoned and for the next minute they cannot be poisoned. During this time they have resistance to poison damage and gain a +2 bonus to constitution saving throws.
<br>
#### Draught of Writhing Flesh
*Prerequisites - 2nd level*
*Cost - 5 ingredients*
*A crimson liquid with shifting tendrils.*
As an action you can use this item, releasing the magic it holds. Choose a creature within 30ft of you, they stop being petrified and for the next minute they cannot be petrified. During this time they regain 10 hit points at the start of each of their turns
<br>
#### Liquid Courage
*Prerequisites - 2nd level*
*Cost - 4 ingredients*
*An amber brew that smells so much stronger than alcohol.*
As an action you can use this item, releasing the magic it holds. Choose a creature within 30ft of you, they stop being feared and for the next minute they cannot be feared. During this time they make one attack with advantage on each of their turns.
<br>
#### Myran's False Hope
*Prerequisites - 3rd level*
*Cost - 2 ingredients*
*A emerald green liquid that hardly reacts to the light..*
As an action you can use this item, releasing the magic it holds. Choose a wiling creature within 30ft of you, they lose 10 - your wisdom or intelligence modifier (minimum of 4) hit points and gain a special hit die. This hit die is a d20, and lasts until the end of their the next long rest. A creature can have a number of these special hit dice equal to your wisdom modifier.
%%
---
Prestige Class
Prestige classes scaling by proficiency bonus and designed that you do not need to put all your points into them.
each day you can cast/use a number of items in your well stocked bag
anti-debuffer
themed around potions & items
unstable potions (last 1 min)
- danger potions that
- 50% nothing
- 50% powerful and fun effects
- glue/acid
- replicate spells but better
- other
maybe a feat that lets you replace an attack with a use of the feature (maybe on a creature other than yourself)
There is a brief moment when you mix a strong acid and a strong base where the only thing you have is a strong problem.
Slowed - movement speed cannot be reduced, extra speed up to some of the effects of haste
Paralyzed - (maybe with poison)
Stunned/Unconscious - Smelling salts
Basic Panacea / Greater Panacea (takes 100gp)
high level 1 a day use to remove an exhaustion
Liquid Luck
Dormant Flame - buff to give people the ability to explode
Detox Draught - damages them and gives a point of exhaustion then later heals for a bunch, likely limited to how many a person can stomach in a day.
Shimmering Serum - makes someone shiny making it harder to hit them and maybe giving magic resistance
Unstable Concoction
Frog Potion - hits someone
Myran's False Hope, gives d20 hit dice, take damage
%%
[^1]: Similar to other class resources you do not treat Ingredients as items, just a number you can gain and spend.