Points de Vie
Maîtrises
Apothecary
| Niveau | Bonus de Maîtrise | Capacités | Theories | Cantrips | Prepared Spells | Spell Slots | Slot Level |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Apothecary Magic Esoteric Theories | 1 | 3 | 4 | 1 | {@filter 1st|spells|level=1|class=Apothecary (Dk:EE'24)} |
| 2 | + 2 | Apothecary Magic Esoteric Theories | 3 | 3 | 5 | 2 | {@filter 1st|spells|level=1|class=Apothecary (Dk:EE'24)} |
| 3 | + 2 | Apothecary Magic Esoteric Theories | 3 | 3 | 6 | 2 | {@filter 2nd|spells|level=2|class=Apothecary (Dk:EE'24)} |
| 4 | + 2 | Apothecary Magic Esoteric Theories | 4 | 4 | 7 | 2 | {@filter 2nd|spells|level=2|class=Apothecary (Dk:EE'24)} |
| 5 | + 3 | Apothecary Magic Esoteric Theories | 4 | 4 | 9 | 3 | {@filter 3rd|spells|level=3|class=Apothecary (Dk:EE'24)} |
| 6 | + 3 | Apothecary Magic Esoteric Theories | 5 | 4 | 10 | 3 | {@filter 3rd|spells|level=3|class=Apothecary (Dk:EE'24)} |
| 7 | + 3 | Apothecary Magic Esoteric Theories | 5 | 4 | 11 | 3 | {@filter 4th|spells|level=4|class=Apothecary (Dk:EE'24)} |
| 8 | + 3 | Apothecary Magic Esoteric Theories | 6 | 4 | 12 | 3 | {@filter 4th|spells|level=4|class=Apothecary (Dk:EE'24)} |
| 9 | + 4 | Apothecary Magic Esoteric Theories | 6 | 4 | 14 | 4 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 10 | + 4 | Apothecary Magic Esoteric Theories | 7 | 5 | 15 | 4 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 11 | + 4 | Apothecary Magic Esoteric Theories | 7 | 5 | 16 | 4 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 12 | + 4 | Apothecary Magic Esoteric Theories | 8 | 5 | 16 | 4 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 13 | + 5 | Apothecary Magic Esoteric Theories | 8 | 5 | 17 | 5 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 14 | + 5 | Apothecary Magic Esoteric Theories | 9 | 5 | 17 | 5 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 15 | + 5 | Apothecary Magic Esoteric Theories | 9 | 5 | 18 | 5 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 16 | + 5 | Apothecary Magic Esoteric Theories | 10 | 5 | 18 | 5 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 17 | + 6 | Apothecary Magic Esoteric Theories | 10 | 5 | 19 | 6 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 18 | + 6 | Apothecary Magic Esoteric Theories | 11 | 5 | 20 | 6 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 19 | + 6 | Apothecary Magic Esoteric Theories | 11 | 5 | 21 | 6 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
| 20 | + 6 | Apothecary Magic Esoteric Theories | 12 | 5 | 22 | 6 | {@filter 5th|spells|level=5|class=Apothecary (Dk:EE'24)} |
Sorts de Classe
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 6
Niveau 8
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Équipement de Départ
Capacités de Classe
Apothecary Magic (Level 1)
Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the Apothecary spell list.
Cantrips
You know three cantrips of your choice from the Apothecary spell list. You learn additional Apothecary cantrips of your choice at higher levels, as shown in the Cantrips column of the Apothecary Features table. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Apothecary cantrip of your choice.
When you reach Apothecary levels 4 and 10, you learn another Apothecary cantrip of your choice, as shown in the Cantrips column of the Apothecary Features table.
Formula Book
You have a book or collection of notes that you study to prepare your Apothecary spells, develop your Esoteric Theories, and record your occult practices. You may use your formula book as an Arcane Focus for your Apothecary spells. You may describe this book any way you like. Some examples of your book's appearance include:
A large leatherbound tome with yellowing pages bound shut with an iron lock
A scattered assortment of scribbled notes loosely held together by rope
A pristine journal with perfect edges and beautiful penmanship
A leather briefcase with two small golden locks
A medical bag with surgical symbols on the sides
A beat-up satchel slung over one shoulder with vials and bottles poking out of every pocket
If the book is destroyed or lost, you can recreate it using inks and paper during a Long Rest.
Spell Slots
The Apothecary Features table shows how many spell slots you have to cast your Apothecary spells of levels 1-5. The table also shows the level of those slots, all of which are the same level. To cast one of your Apothecary spells of 1st level or higher, you must expend a spell slot. You regain all expended Apothecary Magic spell slots when you finish a Short or Long Rest.
For example, when you're a level 5 Apothecary, you have three level 3 spell slots. To cast the level 1 spell Fog Cloud, you must spend one of those slots, and you cast it as a level 3 spell.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Apothecary spells.
The number of spells on your list increases as you gain Apothecary levels, as shown in the Prepared Spells column of the Apothecary Features table. Whenever that number increases, choose additional Apothecary spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Apothecary spell, which can be of levels 1-3.
If another Apothecary feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Apothecary spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Apothecary spells for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Apothecary spells, since you learn your spells through dedicated study and occult knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Apothecary spell you cast and when making an attack roll with one.
Spellcasting Focus
You can use an Arcane Focus or your formula book as a Spellcasting Focus for your Apothecary spells.
Esoteric Theories (Level 1)
You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities.
At 1st level, you gain one Esoteric Theory of your choice. Your theory options are detailed at the end of the class description. When you gain certain Apothecary levels, you gain additional theories of your choice, as shown in the Theories column of the Apothecary Features table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that level.
Medical Expertise (Level 2)
You gain Expertise in the Medicine and Nature skills.
Apothecary Subclass (Level 3)
You gain a Apothecary subclass of your choice. A subclass is a specialization that grants you features at certain Apothecary levels. For the rest of your career, you gain each of your subclass's features that are of your Apothecary level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Apothecary levels 8, 12, and 16.
Subclass Feature (Level 6)
At 6th level, you gain a feature granted by your chosen discipline.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 10)
At 10th level, you gain a feature granted by your chosen discipline.
Greater Formula (Level 11)
You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities. Choose one level 6 Apothecary spell as this formula.
You can cast your formula spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.
As shown in the Apothecary Features table, you gain another Apothecary spell of your choice that can be cast in this way when you reach Apothecary levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You also gain an additional spell of your choice for level 7 and 8 spells at Apothecary levels 19 and 20 respectively. You regain all uses of your Greater Formula when you finish a Long Rest.
Master Reformulation
Whenever you finish a Long Rest and consult your formula book, you can replace one spell you gained from this feature with another spell of the same level from the Apothecary spell list.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Greater Formula (Level 13)
You gain a level 7 Apothecary spell of your choice.
Subclass Feature (Level 14)
At 14th level, you gain a feature granted by your chosen discipline.
Greater Formula (Level 15)
You gain a level 8 Apothecary spell of your choice.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Greater Formula (Level 17)
You gain a level 9 Apothecary spell of your choice.
Subclass Feature (Level 18)
At 18th level, you gain a feature granted by your chosen discipline.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Greater Formula (Level 19)
You gain another level 6 Apothecary spell of your choice.
Greater Formula (Level 20)
You gain another level 7 Apothecary spell of your choice.
Miraculous Recovery (Level 20)
At 20th level, you can spend 5 minutes channeling power into a number of creatures (which can include yourself) equal to your Intelligence modifier to facilitate an abnormally fast recovery. You must tend to the creatures during this period, using a Healer's Kit with at least one use remaining. The targets regain Hit Points, spell slots, Hit Point Dice, and other abilities as if they completed a Long Rest. A creature can only benefit from one Miraculous Recovery in a 24-hour period. Once you use this feature, you can't do so again until you finish a Long Rest.
Multiclassage
Prérequis de Multiclassage
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Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Alienist
Alienist (Level 3)
An Alienist seeks to master the mysteries of the mind. Having devoted years to studying the inner workings of the brain, and unlocking its latent potential, an Alienist is able to read and manipulate the thoughts of others, and bend reality itself. They tap into unfathomable realities and shift the world to their will using the psychic energies they call upon from eldritch lore and arcane knowledge.
Advanced Psychology
You learn the Eldritch Blast cantrip. You gain proficiency in the Arcana skill. If you already have this proficiency, you gain proficiency with another skill of your choice.
Alienist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alienist Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Mental Influence
You have studied hard to unlock the deepest recesses of your psyche, unleashing untapped psychic potential within yourself. This energy is represented by a pool of Psychic Points. You have four Psychic Points. You gain two more at 6th level, another two at 10th, and two more again at 14th level, which you can expend to use the various psionic powers you have detailed below. If you have expended all your Psychic Points, you cannot use these powers. You regain all your expended Psychic Points when you finish a Short or Long Rest.
Cerebral Breakthrough. When you cast an Apothecary spell that deals damage, you can expend a Psychic Point to re-roll any number of the dice. You must use the new rolls.
Mind Over Matter. Whenever you take damage, you can use your Reaction and expend a Psychic Point, reducing the damage taken by an amount equal to your Apothecary level.
Mind Whisperer. When you cast an Apothecary spell which does not deal damage, you may spend a Psychic Point to cast it without any somatic or verbal components.
Metaphysical Tether
As a Magic action, you can touch a willing creature to create a psychic link with it which lasts a number of hours equal to your Apothecary level or until you end the link (no action required). The maximum number of links you can have at any time is equal to your Proficiency Bonus. All the creatures tethered in this way can communicate telepathically with one another as long as they are within 100 feet of each other.
Force Manipulation (Level 6)
Your mental prowess allows you to control the very fabric of your own reality around you, allowing you to defy gravity and push yourself through the air using only your mind. As a Bonus Action, you can expend a Psychic Point to give yourself a Fly Speed equal to your walking Speed for 1 minute, during which you can Hover.
Mental Magic (Level 10)
You gain new ways to use your latent psychic powers to manipulate the essence of your spells and spellcasting. You gain three new ways to use your Psychic Points:
Prescribed Effects. Once per turn when a target you can see within 30 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw against a spell you cast, you can expend a Psychic Point to fill its mind with scrambled psionic energy, forcing it to reroll the d20 and use the lower roll for its saving throw, possibly turning a success into a failure.
Mentally Prepared. Once per turn, when a target you can see within 30 feet of you, including yourself, fails an Intelligence, Wisdom, or Charisma saving throw, you can use a Psychic Point and add your Intelligence modifier to the creature's saving throw, potentially turning the failure into a success.
Fight or Flight Response. As a Bonus Action, you can expend a Psychic Point and teleport up to 30 feet to an unoccupied space you can see. You immediately gain Temporary Hit Points equal to twice your Intelligence modifier.
Self-Diagnosis (Level 14)
If you have no Psychic Points remaining, you can use a Bonus Action and expend a spell slot to regain 1d4 Psychic Points.
You also gain two additional psychic features:
Careful Examination
Whenever you cast a spell that restores Hit Points to a creature, you may expend a Psychic Point. If you do, all creatures targeted by the spell regain an additional amount of Hit Points equal to twice your Intelligence modifier.
Enhanced Cerebellum
When you cast any spell of 1st level or higher from your Alienist Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Psychic Points equal to the spell's level.
Impenetrable Mind (Level 18)
You have Resistance to Psychic damage and Immunity to being Charmed or Frightened. Magic cannot put you to sleep and you have Advantage on saving throws against spells that attempt to read your thoughts or control your mind or actions, such as Dominate Person. Additionally, when you use the Self-Diagnosis feature to regain Psychic Points using a spell slot, you now regain Psychic Points equal to the spell's level.
Chemist
Chemist (Level 3)
A Chemist is a studied scientist whose advanced research in to chemical compounds has granted them the ability to terrorize their enemies with alchemical explosions, devastating gasses, and other horrific concoctions. Chemists love testing their new compounds in the field, and are always keen to advance their study and research further, finding new combinations to combust their foes with.
Chemical Compound
You gain proficiency in Alchemist's Supplies if you do not already have it. You also learn the Fire Bolt cantrip and one additional Evocation cantrip of your choice from the Wizard spell list. These cantrips count as Apothecary cantrips for you, but do not count against your cantrips known.
Chemist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Chemist Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Precise Application
When you cast a spell that deals Acid, Cold, Fire, Lightning, or Poison damage to other creatures that you can see, you can choose a number of them equal to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Chain Reaction (Level 6)
When you cast an Apothecary cantrip that normally targets only one creature and deals Acid, Cold, Fire, Lightning, or Poison damage, the spell can instead target two creatures that are within the spell's range.
Chemical Conditioning (Level 6)
As a Magic action, you give one creature you touch (including possibly yourself) resistance to Acid, Cold, Fire, Lightning, or Poison damage for 1 hour. This benefit ends immediately if you use this feature again.
Bottled Spells (Level 10)
You can store a spell from your Chemist Spells feature as a liquid in a small vial or bottle you touch when you cast the spell. The spell has no effect other than to be stored in the bottle. The spell remains stored inside until a creature opens the bottle. Once you use this feature, any unused bottled spell you previously created becomes inert, and you can't bottle another spell until you finish a short rest. Any creature holding the bottle may spend an action to open it and cast the spell inside. The spell uses your spell attack bonus and save DC, but the spell treats the creature who released it as the caster in all other respects.
Elemental Adjustment (Level 14)
When you cast a spell using an Apothecary spell slot which deals a type of damage from the following list, you can change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, or Poison.
Chemical Cataclysm (Level 18)
When you cast a spell that deals Acid, Cold, Fire, Lighting, or Poison damage using an Apothecary spell slot, it is treated as if it was cast using a 7th-level spell slot.
Exorcist
Exorcist (Level 3)
An Exorcist comes prepared to deal with evil entities, sinister spirits, and fearsome fiends. Equipped with their holy symbol, a book of prayers, and a bag of ritualistic baubles, they stand ready to face the most unnatural and otherworldly entities of the realms. An Exorcist is accustomed to facing down insurmountable threats, with a holy symbol in hand they fear nothing, and stand as a shield between the realms of men, and those of monsters.
Spiritual Study
You gain proficiency in heavy armor and the Religion skill. If you already have this proficiency, you gain proficiency with another skill of your choice. You can use a Holy Symbol as an Arcane Focus for your Apothecary spells and you gain a cantrip of your choice from the Cleric spell list. This cantrip counts as an Apothecary cantrip for you.
Exorcist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Exorcist Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Exorcism
At 3rd level you gain the ability to imbue divine energy through your Holy Symbol to expel evil entities in the area, or purge their harmful effects from your allies.
When you use this feature, you choose which effect to create. You can use this feature a number of times equal to half your Proficiency Bonus rounded down, you regain all expended uses on a Short or Long Rest.
If an Exorcism effect requires a saving throw, the DC equals your Apothecary spell save DC.
Starting at 5th level, when an undead or fiend fails its saving throw against your Expel Evil feature, that creature suffers 4d8 Radiant damage.
Expel Evil
As a Magic action, you present your Holy Symbol and speak a prayer censuring creatures that mean you harm. Each undead, celestial, fey, or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Purge Corruption
You touch a creature or item and can end either one condition afflicting it. The condition can be Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned.
Additionally, if a creature is possessed or mind controlled by a spirit or foreign entity, you can use this feature to remove any traits or other features related to the possession. If possessed, the creature possessing it is shunted out of its host to an unoccupied space within 5 feet and takes Psychic damage equal to 2d8 + your Apothecary level.
Sacred Vessel (Level 6)
You are Immune to the Frightened condition, and cannot be possessed or cursed. You also have Advantage on saving throws against being Charmed.
Negation (Level 10)
As a Reaction when a hostile creature you can see targets an ally with an attack, spell, or other effect, you can expend an Apothecary spell slot to force it to make a Charisma saving throw against your spell save DC. On a failure, the action they were attempting fails and resources used are wasted.
Empowered Healing (Level 14)
Whenever you cast a spell that heals a creature, that spell deals maximum healing and the creature immediately gains Temporary Hit Points equal to your Apothecary level.
Devout Witness (Level 18)
As a Devout Witness, you speak on behalf of your gods and can feel their powers surging through you. Commanding spirits and vanquishing evil is second nature to you. You have added benefits that bolster your abilities.
Creatures who fail their saving throws against your Exorcism: Expel Evil feature take an additional 4d8 Radiant damage.
Creatures who are aided by your Exorcism: Purge Corruption feature gain 4d8 Temporary Hit Points.
Mutagenist
Mutagenist (Level 3)
Mutagenists have researched a serum that they inject to transform into a monstrous form. They use themselves as the conduit for this power and hurl themselves towards their enemies as a hulking abomination. They spend their lives researching and discovering new ways to improve and modify the serum in hopes of becoming the perfect form.
Natural Philosophy
You gain proficiency with Alchemist's Supplies and either the Herbalism Kit or Poisoner's Kit. You also gain proficiency in two additional languages and the Nature skill. If you already have this proficiency, you gain proficiency with another skill of your choice.
Mutagenist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mutagenist Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Transmogrifying Elixir
As a Bonus Action, you may expend a spell slot to undergo a grotesque transformation. The transformation ends after one minute, or if you are reduced to 0 Hit Points or Incapacitated. When you undergo this transformation you maintain your personality, alignment, and game statistics. However, several changes occur:
Your Strength and Intelligence ability scores are swapped.
Your size becomes Large, your Jump distance is doubled, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Each of your hands transform into a big meaty fist, which you can use to make melee weapon attacks. It counts as a simple weapon for you. Your big meaty fists deal 1d10 + your Strength modifier + your Apothecary level Bludgeoning damage on a hit.
You cannot cast or Concentrate on spells.
You have Darkvision out to a range of 120 feet.
You gain Temporary Hit Points equal to five times your Apothecary level.
You also amplify your abilities based on the potency of your concoction. This is related to the spell slot you used to undergo the transformation:
Your Speed increases by 5 feet per level of spell slot used.
Your AC is 13 + the level of spell slot used.
At the start of each of your turns and as long as you have at least 1 Hit Point remaining, you regain a number of Hit Points equal to the level of the spell slot used.
Extra Attack (Level 6)
Beginning at 6th level, you attack twice, instead of once, whenever you take the Attack action on your turn.
Potent Biology (Level 6)
When you are in your transmogrified form, you have more powerful attacks capable of bypassing your enemy's greatest defenses. Your big meaty fist attacks count as magical for overcoming Resistance and Immunity to non-magical attacks and damage.
When you hit with an attack using your big meaty fists, you can expend a spell slot to empower the force of your blow with breaking unnatural energy. When you expend a spell slot in this way you deal an additional 1d8 Force damage per level of spell slot used.
Adaptive Genetics (Level 10)
You are able to use your changed biology to protect yourself from the clutches of death. When you are reduced to 0 Hit Points in either your natural, or transmogrified state, your other self is ready to take over.
When in your natural form and reduced to 0 Hit Points you can immediately transform using your Transmogrifying Elixir feature expending a spell slot as normal. You regain a number of Hit Points equal to your Apothecary level when you do (in addition to gaining Temporary Hit Points from your transformation).
When you are reduced to 0 Hit Points in your transmogrified form, you revert to your natural form with 1 Hit Point remaining. If you do, you can't assume your transmogrified form again until you finish a Short or Long Rest.
Unnatural Evolution (Level 14)
You can use your Greater Formulas feature to transmogrify as if you had used a spell slot of that level. When you transform in this way you gain one of the additional genome mutations listed below.
Draconic Genome. You grow fleshy wings from your back and your skin takes on a scaly appearance. You gain a Fly Speed equal to your walking Speed and as an action can spew bile in a 30-foot Cone. All creatures in the area must succeed on a Constitution saving throw against your spell save DC or take 8d6 Acid damage, or half as much on a successful save. Once you use this feature, you can not do so again until you finish a Short or Long Rest.
Giant Genome. You become a hulking mass of flesh and muscle, turning yourself into a living siege weapon. Your size becomes Huge and all damage dealt to objects and structures is now doubled. As an action, you can expend a spell slot on your turn to slam your fists into the ground, sending shockwaves and rubble crashing around you. All creatures in a 30-foot radius Emanation must succeed on a Dexterity saving throw against your spell save DC or they take 8d6 Bludgeoning damage and are knocked Prone. If they succeed on the saving throw, they take half damage and are not knocked Prone.
Cerebellum Genome. You maintain a fraction of your mind as you transform, allowing remnants of your studies to linger in your monstrous brain. You now have the ability to maintain Concentration on spells while in your transmogrified form. While transmogrified, your Concentration can't be broken as a result of taking damage.
The New Flesh (Level 18)
You have perfected your Transmogrifying Elixir, breaking the confines of evolution and pushing your form to what you deem the apex of evolution. You gain the following benefits while transmogrified:
As long as you have one or more Hit Points remaining, you can use a Bonus Action and expend a spell slot to regain Hit Points equal to ten times the level of the spell slot used.
If you fail a saving throw, as a Reaction you can expend a spell slot to succeed instead.
Your Strength score becomes equal to your Intelligence score when transmogrified. Additionally, you can cast spells while in your transmogrified form.
Pathogenist
Pathogenist (Level 3)
The study of diseases opens doorways to many dangerous scientific discoveries. As experts in both ridding the body of sickness and the mutations of infectious disease, Pathogenists bring their study to the battlefield by using monsters and enemies as test subjects for their infections. Long years spent carefully monitoring the causes and effects of such plagues allows them to be experts at disease mutation, allowing their sickness to spread in a terrifying manner and riddle their foes with debilitating symptoms, crippling their bodies and rattling their minds.
Plague Proficiency
You learn the Chill Touch cantrip. You gain proficiency with the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Pathogenist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Pathogenist Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Pernicious Pathogens
Whenever a creature casts a spell or uses a trait or feature that would cure or remove one of your diseases (such as casting Lesser Restoration to remove your Infect spell), the creature must first make an ability check using its spellcasting ability (or its Charisma modifier, if the spell or special ability does not specify a spellcasting ability score). The DC equals your spell save DC.
On a failed check, the creature's spell, trait, or feature fails and has no effect. Any material components used are expended, and any spell slot expended is wasted.
Mutant Strain
You can evolve your diseases to cause new symptoms. You learn two mutant strains of your choice, and each time you gain a level in this class, you can replace one mutant strain you know with a different one from this feature. When you reach certain levels in this class, you learn additional mutant strains, as shown in the Mutant Strains Known table.
| Apothecary Level | Number of Strains |
|---|---|
3rd | 2 |
9th | 3 |
15th | 4 |
Whenever you cast a spell which inflicts diseases (such as Infect or Contagion) you can apply an additional effect from your mutant strain to one of the targets of the spell, which lasts for the duration of that spell.
The following mutant strains are available to you when you learn a mutant strain. If a strain has a level requirement, you must be at least that level in this class to learn the strain.
Dizziness
The target can't take Reactions.
Fatigue
Each time the target fails a saving throw against your disease, its Speed is reduced to five feet until the start of its next turn.
Coughing Fits
At the start of each of the target's turns, it must make a Constitution saving throw against your spell save DC. On a failed save, it is unable to speak until the start of its next turn.
Shivers
The target shakes uncontrollably. At the start of each of the target's turns, it drops whatever it is holding in its hands.
Weakness (9th level)
The target deals half damage with melee weapon attacks.
Dry Eyes (9th level)
Each time the target fails a saving throw against your disease, it becomes Blinded until the start of its next turn.
Intense Fever (9th level)
The target can't regain Hit Points.
Lesions (9th level)
The target loses any damage Resistances.
Nausea (15th level)
Each time a target fails a saving throw against your disease, it becomes Incapacitated until the start of its next turn.
Dystrophy (15th level)
The target becomes Vulnerable to Bludgeoning, Piercing, and Slashing damage.
Breakthrough Infection (Level 6)
When you cast a spell using an Apothecary spell slot or your Greater Formula feature that causes disease, that spell ignores any creature's Immunity to disease. Such creatures instead make any saving throws against your diseases with Advantage.
Outbreak (Level 6)
When a creature infected by one of your diseases dies, you can use your Reaction to spread the disease to a different creature you can see within 30 feet of that creature.
Insidious Incubation (Level 10)
When you start casting Infect, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting. You must finish a Short or Long Rest before using this feature again.
Immunocompromised (Level 14)
Rapid Evolution (Level 18)
Whenever you cast a spell which inflicts diseases, you can apply two additional effects from your mutant strain to one of the targets of the spell, instead of one.
Reanimator
Reanimator (Level 3)
A Reanimator is the master of life and death. Years spent perfecting their formula to bring the recently dead back, or to construct new life out of discarded flesh and patchwork anatomy, have left most Reanimators in a state constantly riding the lines between genius and madness. A Reanimator's skills at clutching life from the jaws of death make them exquisitely suited for dealing with death, and undeath. Their mad genius is presented with the construction of a creature made from the scrap body parts left behind by their enemies which storms forward into battle on their command.
Spark of Life
You learn the Shocking Grasp and Spare the Dying cantrips. These count as Apothecary spells for you, and don't count against the number of Apothecary cantrips you know.
Reanimator Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. These spells count as Apothecary spells for you, but they don't count against the number of Apothecary spells you prepare.
| Apothecary Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Corpsewrought Creature
You have constructed a companion from scavenged body parts and brought it to life with your occult magic: a corpsewrought creature. The creature is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Corpsewrought Creature stat block, which uses your Proficiency Bonus (PB) in several places. You can determine the cosmetic characteristics of the creature; your choice has no effect on its game statistics.
In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature can take any action of its choice, not just Dodge.
If your corpsewrought creature has died within the last hour, you can use your Healer's Kit as an action to revive it, provided you are within 5 feet of it and you expend an Apothecary spell slot. The corpsewrought companion returns to life after 1 minute with all its Hit Points restored.
At the end of a Long Rest, you can create a new corpsewrought creature if you have your Healer's Kit with you and access to suitable "materials." If you already have a corpsewrought creature from this feature, the first one immediately perishes. The creature also perishes if you die.
Bodyguard (Level 6)
When a creature within 5 feet of your corpsewrought creature makes an attack against you, it can use its Reaction to make a melee weapon attack against the attacking creature. In addition, your corpsewrought creature's slam attack counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you can cast Animate Dead once using an Apothecary spell slot. Once you do, you can't cast the spell again until you finish a Long Rest.
Reanimated Head (Level 6)
You have reanimated the head of a dead humanoid creature which now serves you in your studies. You may use the head as a spellcasting focus. The head speaks common and one other language of your choice.
Whenever you make an Intelligence ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10. Additionally, you gain proficiency in the Arcana and Investigation skills.
You can use the head to cast Speak with Dead without expending a spell slot. Once you use this feature you can't do so again until you finish a Short or Long Rest.
Behold, My Creation (Level 10)
Your corpsewrought creature's size increases to Large, and its Speed increases to 40 feet.
When your corpsewrought creature hits a creature with a melee attack, it can immediately make a grapple attempt against the target. The DC to escape this grapple is equal to 8 + the corpsewrought creature's strength modifier (+4) + your PB.
Berserk Fury (Level 14)
When you command your corpsewrought creature to take the Attack action, the creature can make two attacks.
I Can't Stop The Monster I Created (Level 18)
Your corpsewrought creature increases in size to Huge, gains a reach of 10 feet, and its Speed increases to 50 feet. Its slam attack deals an additional 1d8 Bludgeoning damage.
Additionally, the weight your corpsewrought creature can push or lift is doubled.