Apothecary

The Alchemist Class p. 17 (Homebrew)

Size
Medium
Type
humanoid
Alignment
any alignment
AC
13
Initiative
+2
Hit Points
58 (9d8+18)
Speed
30 ft.
Skills
Medicine +4, Nature +7
Passive Perception
11
Languages
Common plus two other languages
Challenge
2
Lineage
Apothecary
STR
9
−1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
11
+0

Traits

Proficiency Bonus

+3

Size

Medium or Small Humanoid.

Gear

Leather Armor, Alchemist's Supplies, Herbalism Kit

Alchemist

The apothecary knows how to create the following Alchemical Items (save DC 14):

  • Alchemical Items: Alchemist's Fire, Basic Acid, Basic Oil, Antitoxin, Gravebane, Healing Draught, Perfume, Restful Candle, Soap, Tanglefoot Bag
  • Potions (1/Day): Potion of Healing

Sweet Succor

The apothecary has Advantage on Wisdom (Medicine) checks it makes to stabilize dying creatures and adds its Intelligence modifier to one healing roll of an Alchemical Item it creates.

Actions

Multiattack

The apothecary makes two attacks, using Alchemist's Fire or Tanglefoot Bag in any combination.

Alchemist's Fire

Dexterity Saving Throw: DC 14, range 40 ft., one target. Failure: 5 (2d4) Fire damage at the target is burning.

Tanglefoot Bag

Dexterity Saving Throw: DC 14, range 40 ft., one target. Hit: Grappled (escape DC 10) for 1 hour and Restrained while Grappled this way.

Catalyze (Requires 5 Cp in Raw Materials) (Bonus Action)

The apothecary makes an Alchemical Item it knows how to create.

Healing Draught (Bonus Action)

The consumer can spend and roll its Hit Dice and regain a number of Hit Points equal to (the roll plus 4). The maximum number of Hit Dice it can spend this way is equal to its Constitution modifier (minimum 1).

Other data

description