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View Full Version : (WIP) 5e Base Class: The Apothecary - PEACH



SyntheticHuman
2023-06-27, 04:45 PM
This is a little something I've been cooking up for the current 5e base class contest. Looking for some feedback. So far I've only got one subclass, the Physician, done, but I'm working on the Poisoner.

The Apothecary

Harvesting a few choice substances from the fallen foe before her, a half-elf concocts a strange formula. Pouring a few ingredients into the bottle, she watches as the color shifts from blue to red to green. She takes a sip, and the room seems to brighten around her.
A tiefling rushes to his wounded friend. Uncorking a flask at his hip, he pours a thick substance along the gashes in his friend’s side. He watches as new skin begins to grow over the wound and his friend’s eyes snap open.
Coming upon a dead end, a halfling turns to face his pursuers. Thinking quickly, he throws a sack onto the floor and vanishes in a puff of smoke.
An Apothecary uses an in-depth knowledge of the physical world to create substances with the potential to both heal and aid their allies and harm their foes. They learn to use whatever advantages come their way, harvesting useful substances from unexpected places.

Resourceful Academics
Rather than relying on magic or physical might, apothecaries rely on a deep understanding of the world around them. Through this understanding, they can create substances to help those around them. Due to the nature of their work, apothecaries are often either generous, giving their expertise to all in need, or reserved and greedy, only helping when given a good reason to.
Becoming an apothecary requires a great deal of intelligence and training. Being able to function as an apothecary in an environment away from civilization and science requires even more. Thus, apothecaries take what they can get, whenever they can get it, leading to a sometimes unsettling resourcefulness.

Support and Upgrade
Apothecaries choose to find ways that they can help the world without deep knowledge of magic or extensive martial training. Often, they create almost magical-seeming elixirs that heal and harm, or deadly poisons that leave their foes twitching on the ground. However, due to the fact that these weapons do not always leave them well equipped to defend themselves, adventuring apothecaries often seek the companionship of powerful mages or champions, so as to not leave themselves fully helpless against the world. Those who choose to travel with Apothecaries often find their weapons swinging faster than normal, their thoughts abnormally clear, and their foes falling much easier than normal.


The Apothecary Table



Level
Proficiency Bonus
Class Features
Formulas Known


1st
+2
Basic Alchemy
-


2nd
+2
Apothecary Specialty
-


3rd
+2
Advanced Alchemy
3


4th
+2
Ability Score Improvement
3


5th
+3
Apothecary Specialty Feature
3


6th
+3
Enhanced Alchemy
3


7th
+3
-
4


8th
+3
Ability Score Improvement
4


9th
+4
Apothecary Specialty Feature
4


10th
+4
Rapid Alchemy
4


11th
+4
-
5


12th
+4
Ability Score Improvement
5


13th
+5
-
5


14th
+5
Unnatural Alchemy
5


15th
+5
-
6


16th
+5

6


17th
+6
Ability Score Improvement
6


18th
+6
Apothecary Specialty Feature
6


19th
+6
Ability Score Improvement
7


20th
+6
Perfected Alchemy
7





Class Features
As an apothecary, you have the following class features:

Hit Points
Hit Dice: 1d8 per apothecary level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per apothecary level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Alchemist’s Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) two daggers or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a hand crossbow and 20 bolts
(a) an herbalism kit or (b) a poisoner’s kit
(a) a monster hunter’s pack or (b) a scholar’s pack
A set of five glass bottles, two flasks, and alchemist’s supplies


Basic Alchemy
At 1st level, you learn to create basic chemical solutions to aid you. Choose two of the three basic solutions below. As an action, you can use your Alchemist’s Supplies to create and use one of those solutions.
Some features from this class will require creatures to make a saving throw. When this happens, use your Alchemy save DC, which is equal to 8 + your proficiency bonus + your Intelligence modifier
Biting Solution
You synthesize an oil that temporarily enhances the sharpness and effectiveness of a weapon. You apply this oil to a weapon that you or a willing creature within five feet of you is wielding. Until the end of your next turn, that weapon gains a +3 bonus to attack and damage rolls.
When you reach 6th level in this class, the bonus to attack and damage rolls increases to +5.
Incandescent Solution
You synthesize a highly volatile solution and throw it, creating a fiery burst with a 5 foot diameter within 30 feet of you. Any creature in this space must make a Dexterity saving throw or become covered in the volatile solution and take fire damage equal to 2d4 + your Intelligence modifier at the start of each of their turns for the next minute. As an action, any creature scrape the substance off of themself or another creature with a Dexterity check against your Alchemy save DC, ending the effect on a success. A creature can only be affected by one use of this ability at a time.
When you reach 6th level in this class, the damage increases to 2d8 + your Intelligence modifier.
Slowing Solution
You synthesize a thick, sticky fluid that hampers the mobility of a target. Choose one creature within 30 feet of you and make a ranged attack with proficiency against them. On a hit, the creature’s speed reduces by 10 feet and they gain a -2 bonus to their AC. This effect lasts for one minute. A creature can have a maximum of 3 instances of this effect on them at any given time.
When you reach 6th level in this class, the penalty increases to 15 feet of movement and -3 to AC for each instance of this effect.

Apothecary Specialty
At 2nd level, you choose what specialty you pursue as an apothecary. Choose between Physician and Poisoner. Your choice grants you features when you first select it, and then again at 5th, 9th, 11th, and 18th level.

Advanced Alchemy
At 3rd level, your skills as an Apothecary allow you to create more potent solutions. You learn three Formulas (detailed at the end of the class description). Some Formulas have prerequisites, in which case you must meet the prerequisites to learn that Formula. You learn additional Formulas as you level up.
Every time you finish a long rest, you may create five instances of any Formulas you know. At the end of a short rest, you may create one instance of a Formula you know. You must have an available container for these instances, such as your glass bottles or flasks (some Formulas require specific containers). If a Formula requires a creature to make a saving throw, use your Alchemy save DC.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Enhanced Alchemy
At 6th level, you learn to utilize ingredients from creatures to enhance your formulas. You may spend 1 minute extracting the ingredient from a dead creature, storing it in an available container such as your glass bottles or flasks. When you create an instance of a Formula, you may use the ingredient to enhance the Formula, giving it an additional effect based on the type of the creature you harvested it from as shown on the table below. After you use an ingredient to enhance a Formula, the ingredient is consumed. If a creature type has more than 1 possible effect, you choose which one applies for each enhanced formula.



Creature Type
Effect


Aberration
The creature who gains the effects of this Formula must make a Wisdom saving throw or gain a form of Short-Term Madness for 1 minute, repeating the saving throw at the end of each of their turns and ending the effect on themselves on a success.
Alternatively, the creature who gains the effects of this Formula gains Truesight out to 10 feet.


Beast, Humanoid, Plant
The creature who gains the effects of this Formula must make a Constitution saving throw or become Poisoned for 24 hours.
Alternatively, the creature who gains the effects of this Formula gains temporary hit points equal to three times your Apothecary level.


Celestial
The creature who gains the effects of this Formula glows with unearthly light for 1 hour, shedding bright light in a 60 foot radius and dim light for an additional 60 feet. During this time, attacks made against the creature have advantage, and fiends or undead who enter the radius of bright light for the first time on their turn or start their turn there take 4d4 radiant damage.


Construct
The creature who gains the effects of this formula gains a +2 bonus to their AC for 1 minute.


Dragon
The creature who gains the effects of this formula must make a Wisdom saving throw or become frightened of all creatures of a size equal to or greater than theirs for 1 minute.
Alternatively, the creature who gains the effects of this formula also gains resistance to a damage type of your choice for 1 minute.


Elemental
The creature who gains the effects of this formula takes 4d6 damage of a type you choose from fire, cold, thunder, or lightning.
Alternatively, the creature who gains the effects of this formula becomes immune to a damage type you choose from fire, cold, thunder, or lighting. This effect lasts until the end of your next turn.


Fey
The creature who gains the effects of this formula must make a Wisdom saving throw or become charmed by you for 1 minute.
Alternatively, the creature who gains the effects of this formula has advantage on all Charisma checks and saving throws for one hour.


Fiend
The creature who gains the effects of this formula cannot regain hit points for 1 minute.
Alternatively, the creature who gains the effects of this formula becomes resistant to fire damage, and any creatures who come within five feet of them or start their turn within five feet of them take 4d4 fire damage.


Giant
The creature who gains the effects of this formula grows 1 size larger, or as large as the space can permit if they cannot grow that large, for 1 minute. During this time, the creature has advantage on Strength checks and attack rolls and disadvantage on Dexterity checks and attack rolls.


Monstrosity
The creature who gains the effects of this formula has disadvantage on saving throws against spells and other magical effects for 1 minute.
Alternatively, the creature who gains the effects of this formula has advantage on saving throws against spells and other magical effects for 1 minute.


Ooze
The creature who gains the effects of this formula must make a Constitution saving throw or take 4d4 acid damage at the beginning of each of its turns for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Alternatively, the creature who gains the effects of this saving throw becomes immune to acid damage for 1 minute.


Undead
The creature who gains the effects of this formula must make a Wisdom saving throw or take 4d12 necrotic damage.
Alternatively, the creature who gains the effects of this formula gains 4d12 temporary hit points.




Alchemical Genius
At 10th level, you’ve gotten skilled enough with your alchemy to use your solutions faster and more potently. You learn three of the following modifications that you meet any prerequisites for. Every time you prepare an instance of a Formula, you may add one of your chosen effects.
Double Dose
Any damage dice, healing dice, or numerical bonuses this Formula imposes are increased by one die, or +/-1 in the case of a numerical bonus.
Enhancing Formula
Prerequisite: Physician specialty
Any creature that gains an effect from this Formula gains temporary hit points equal to your Apothecary level at the beginning of each of their turns as long as the effect persists.
Healthful Formula
Prerequisite: Physician specialty
Any creature that gains an effect from this Formula can roll an extra Hit Die for every one they roll to regain hit points for the next 24 hours.
Misting Formula
Any effect for this Formula that would affect one creature or object instead affects all applicable creatures or objects in a 10 foot radius centered on a point you choose within 120 feet of you.
Quickened Application
Any application of this Formula that would take one action to use takes a bonus action to use instead.
Untraceable Formula
This instance of the Formula is completely colorless, tasteless, and scentless.

In addition, whenever you use one of your basic solutions, you may apply one of the effects that you know to it, whether you learned the solution from Basic Alchemy or from your Apothecary Specialty.

Unnatural Alchemy
At 14th level, you’ve learned to manipulate the substances around you in ways that seem to defy natural law. You learn to create one of the following effects using your Alchemist tools:
Combustion
As an action, you create a burst of fire with a 30 foot radius centered on a space within 120 feet of you. Any creature in this radius must make a Dexterity saving throw against your Alchemy save DC or take 14d6 fire damage, taking half as much on a successful save.
Create Construct
You create a creature of the construct type with a challenge rating less than or equal to one half of your level. This process requires materials costing 1000 gp x the challenge rating of the construct you are creating, and takes 1 day to complete. At the end of that day, the construct animates and is loyal to you. It will follow all verbal commands you give it, and defends you if no orders are given. You may only have one construct active at a time with this feature. If you create a new one, the old one crumbles and dies.
Druidic Fertilizer
As an action, you spread a potent fertilizer. Plants instantly grow over an area of your choosing, adjacent to you and up to a 30 foot radius. This area is difficult terrain for the next minute, and during that time has one additional effect, which you choose from the following:

The area swarms with bugs and becomes heavily obscured to any creature that is not you.
The area is covered in a sickly sweet scent. Any creature who enters the area for the first time on their turn or starts their turn there must make a Constitution saving throw against your Alchemy save DC or have disadvantage on all ability checks, attack rolls, and saving throws for the next 1 minute. The creature can repeat the saving throw at the end of each of their turns, provided they are not in the affected area, ending the effect on themselves on a success.
The area is covered in thorns. Any creature other than you who enters the area for the first time on their turn or starts their turn there takes 10d4 piercing damage.

Flash Freeze
As an action, you create a burst of biting cold with a 30 foot radius centered on a space within 120 feet of you. Any creature in this radius must make a Constitution saving throw against your Alchemy save DC or become petrified for the next minute, turning into ice instead of stone. Any creature with resistance or immunity to cold damage automatically succeeds on this saving throw.
Weather Shift
Over the course of an next hour, you change the weather in one of the following ways:

Clear skies become cloudy or vice versa
Rain clears up or begins if the sky is cloudy
The temperature changes by up to 10 degrees Fahrenheit in either direction

You learn an additional effect from this feature at 18th level, and a third at 20th. You can use each effect you know once before you have to finish a long rest to use it again.

Perfected Alchemy
At 20th level, you have perfected your alchemical technique. As an action, you may touch a creature or an object of Huge size or less and attempt to transform that object into one material such as gold, water, or sand. If the target is an object that is not being worn or held, you automatically succeed. If the target is an object that is being worn or held, you must make a melee attack with proficiency against the creature that is wearing or wielding it. On a hit, the object is transformed successfully. If the target is a creature, that creature must make a Constitution saving throw against your Alchemy save DC. On a failure, the creature is transformed successfully and dies.

Apothecary Specialties
Apothecaries can pursue a variety of specialties in what formulas and effects they learn to create. Some apothecaries may pursue combustive chemicals, medicine, poison, or others. Choosing a specific focus allows apothecaries to become true experts in their field, and essential allies.


Physician
A Physician is dedicated to using their chemical expertise to aid and heal others. Using specific herbs and substances, they can aid wounds in healing quicker, clear up sickness, and more.

Training in Health
Starting when you choose this specialty at 2nd level, you gain proficiency with Herbalism Kits, if you didn’t have it already. In addition, you gain proficiency with the Medicine skill, and if you already had proficiency in that skill, you now add double your proficiency bonus to checks made using that skill.

Physician Alchemy
Starting when you choose this specialty at 2nd level, you gain the ability to create solutions that enhance the physical health of others. You learn two more basic solutions to add to the ones you learned from Basic Alchemy. As an action, you can use an Herbalism Kit to create and use one of the solutions below.
Stabilizing Draught
You synthesize a fast-acting medicine and administer it to a dying creature within 5 feet of you. That creature becomes stable.
Healing Salve
You create a powerful medicinal salve and use it on a creature within 5 feet of you. That creature regains 1d8 + your Intelligence modifier hit points. You can create this solution a number of times equal to your Proficiency bonus, regaining all expended uses on a long rest.

Healthy Aura
At 5th level, you learn to use a choice selection of plants and herbs to create an aura of health. As an action, you may use an Herbalism Kit to create an aura centered on you with a 30 foot radius. As a bonus action on your turn, you may choose one creature in the aura and cause them to regain hit points equal to your Apothecary level. Alternatively, as a reaction when another creature enters the aura for the first time on their turn, you may cause that creature to regain hit points equal to your Apothecary level. This aura lasts for 1 minute. After you use this ability once, you must complete a short or long rest before you can use it again.

Revitalizing Solutions
At 9th level, you learn to increase the health of those who you administer your solutions to. Whenever a creature gains the effects of one of your Formulas or one of the effects you learned from Basic Alchemy or Physician Alchemy, you may increase the hit point maximum of the target by 5 for 1 hour. A creature can only benefit from one instance of this ability at a time. You may use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses on a long rest.

Doctor’s Orders
At 18th level, you gain the ability to remove magical and nonmagical ailments from a creature. When you take a short rest with other creatures within 60 feet of you for the duration, the creatures take the maximum possible value for any Hit Dice they spend instead of rolling. In addition, at the end of a short rest, you may cause any or all of these effects on each creature that took the short rest with you:

You reduce the creature’s level of exhaustion by 1
You end any effects that are reducing the hit point maximum of the creature
You remove one curse that is affecting the creature, as if by a remove curse spell

After you use this ability, you must finish a long rest before you can use it again.



Training in Sickness
Starting when you choose this specialty at 2nd level, you gain proficiency with Poisoner’s Kits, if you didn’t have it already. In addition, you add twice your proficiency bonus to checks made using a Poisoner’s Kit.

Poisoner Alchemy
Starting when you choose this specialty at 2nd level, you gain the ability to create solutions that enhance the physical health of others. As an action, you can use a Poisoner’s Kit to create and use one of the solutions below.
Antitoxin
You create and administer an antitoxin to a creature within 5 feet of you. The creature becomes immune to poison damage and the Poisoned condition until the end of your next turn. Any poison currently affecting the creature is neutralized and its effects end.
Basic Poison
You create a strong poison and attack an enemy with it. Make a ranged attack with proficiency against a target within 60 feet. On a hit, the creature takes 2d10 poison damage and becomes poisoned for the next minute. Alternatively, you can apply this poison to a weapon you or a willing creature within five feet of you is wielding. If you do, the next time a creature is hit with that weapon, they take an extra 2d10 poison damage and become poisoned for the next minute. You may create this solution a number of times equal to your Proficiency Bonus, regaining all expended uses on a long rest. When you reach 6th level in this class, the poison damage increases to 3d10.

Prepared Poisons
At 5th level, you learn to apply your poisons to weapons in advance. Every time you finish a short or long rest, you may choose one of your Formulas or basic solutions that has the option of being applied to a weapon. You may then apply that Formula or basic solution to a melee weapon or three pieces of ammunition that you have access to. A melee weapon then has the poison applied to it for the next three attacks it hits, imposing the effect on the target creature as described for that Formula or basic solution. A poisoned piece of ammunition can be used only once.

Exposure Immunity
At 9th level, you learn to share a general resistance to poison with those around you. Every time you complete a short or long rest, you may choose up to ten creatures within 120 feet of you (you may choose yourself). For the next 24 hours, all chosen creatures have resistance to poison damage and advantage on saving throws against poison.

Sterilizing Poison
At 18th level, you learn to create a poison that instantly removes all life from a creature. As an action, you may choose a creature within 5 feet of you or a weapon you are wielding or that is being wielded by a creature within 5 feet of you. The target creature, or the next creature to be hit by the weapon you applied this poison to, must make a Constitution saving throw or drop to 0 hit points. One you use this ability once, you must finish a long rest before you can use it again.



Formulas
When you learn a new Formula as an apothecary, you can choose from the options below.

Adrenaline Draught
Prerequisites: Physician specialty
This Formula appears as a slightly misty white liquid. As an action, you may administer this Formula to yourself or a willing creature within 5 feet of you. When you do, the target creature gains temporary hit points equal to your Intelligence modifier + your Apothecary level. These temporary hit points last for 1 minute, and as long as they persist, the target creature has advantage on saving throws against being frightened.

Blinding Poison
Prerequisites: Poisoner specialty
This Formula is gray and opaque. As an action, this poison can be added to a drink or applied to a weapon being wielded by you or a willing creature within 5 feet as an action. Any creature that ingests this poison or is hit by a weapon coated by it becomes poisoned. While poisoned in this way, the creature is also blinded.After a weapon coated by this poison hits a target for the first time, the poison loses its potency.

Bottled Fire
This Formula is bright red in appearance. As an action, you may throw this Formula to a place within 60 feet. It creates a fiery burst with a 10 foot radius. Any creature in this radius must make a Dexterity saving throw or become coated with the liquid. While the creature is coated, they take 6d6 fire damage at the beginning of each of their turns. As an action, an affected creature may repeat the saving throw, ending the effect on themselves on a success. Otherwise, the damage continues for the next 1 minute.

Corrosive Oil
This Formula is black and constantly sizzling. As an action, you may make a melee attack with proficiency to apply this Formula to a weapon being wielded within five feet of you (this attack succeeds automatically if the creature is willing) . On a success, the weapon takes a permanent and cumulative -1 penalty to attack and damage rolls. If the penalty applied by this effect ever reaches -5, the weapon is destroyed.

Draining Poison
Prerequisites: Poisoner specialty
This formula is green and viscous. As an action, this poison can be added to a drink or applied to a weapon being wielded by you or a willing creature within 5 feet as an action. Any creature that ingests this poison or is hit by a weapon coated by it becomes poisoned. While poisoned in this way, the creature’s Strength score cannot go above 8. After a weapon coated by this poison hits a target for the first time, the poison loses its potency.

Enhancing Serum
Prerequisites: Physician specialty, 7th-level apothecary
This Formula appears bright blue and viscous. You choose the ability this Formula enhances when you create it, choosing from Strength, Dexterity, and Constitution. As an action, you administer this Formula to yourself or one willing creature within 5 feet of you. For the next 1 minute, the creature has advantage on checks made using the chosen ability, as well as gaining an additional effect based on the chosen ability (listed below) which lasts for the same time.

Strength: The target creature’s carrying capacity doubles and it cannot be moved against its will.
Dexterity: The target creature gains a +2 bonus to AC.
Constitution: The target gains 2d6 temporary hit points.


Elixir of Fire-Breathing
Prerequisites: 7th-level apothecary
This Formula appears bright red. As an action, you may drink this elixir or administer it to a willing creature within 5 feet. The target gains the ability to exhale fire as a bonus action, creating a 15 foot cone directly in front of them. Any creature in this area must make a Dexterity saving throw or take 8d6 fire damage. After this bonus action is used three times, the effect ends.

Elixir of Immunity
Prerequisites: Physician specialty, 15th level apothecary
This Formula appears silvery, almost like molten metal. Choose a damage type from acid, fire, cold, force, lightning, thunder, necrotic, or radiant. As an action, you may administer this Formula to yourself or a willing creature within 5 feet of you. For the next 1 minute, that creature is immune to the chosen damage type.

Elixir of Infatuation
Prerequisites: 7th-level apothecary
This Formula appears pink, with small bubbles constantly floating to the top. As an action, you may add this Formula to drink or apply it to a weapon being wielded by you or a willing creature within 5 feet of you. Any creature who ingests this Formula or is hit by a weapon coated with it must succeed on a Charisma saving throw or be charmed by the next creature they see. At the end of each of their turns, they may repeat this saving throw, with advantage if the creature they are charmed by has attacked them in the last round. On a success, the effect ends. However, if the effect persists for the full minute, the effect is permanent.

Elixir of Rapid Action
This Formula moves rapidly when shaken. You may drink this Formula or administer this Formula to a creature within 5 feet of you as an action. For the next minute, the target may take an extra action or bonus action on their turn, and one extra reaction per round.

Exhausting Poison
Prerequisites: 11th-level apothecary, Poisoner specialty
This Formula appears light gray. As an action, this poison can be added to a drink or applied to a weapon being wielded by you or a willing creature within 5 feet as an action. Any creature that ingests this poison or is hit by a weapon coated by it must make a Constitution saving throw, gaining 3 levels of exhaustion on a failure and 1 level of exhaustion on a success.

Formula of Sunlight
This Formula appears dark gray. As an action, you may activate this Formula to create a blinding burst of light. Any creature within 30 feet of you that can see you must make a Constitution saving throw or become blinded until the end of their next turn.

Honey of a Silent Voice
This Formula is golden and viscous. As an action, you may administer this Formula to yourself or a creature within 5 feet of you. That creature cannot talk for the next 1 minute, but gains the ability to ignore the verbal components of spells for that same time.

Maddening Poison
Prerequisites: 15th-level apothecary, Poisoner specialty
This formula appears misty and dark green. As an action, this poison can be added to a drink or applied to a weapon being wielded by you or a willing creature within 5 feet as an action. Any creature that ingests this poison or is hit by a weapon coated by it becomes poisoned for the next minute.. While poisoned in this way, the creature has no control over their own actions; instead, at the start of each of their turns, roll on the table to decide the creature's actions. At the end of each of their turns, the creature can make a Constitution saving throw, ending the effect on themself on a success.


2d4]
Action


2
Surrender - The creature drops any weapons or equipment it is carrying and drops prone.


3
Attack - The creature attacks the nearest other creature, using all its attacks.


4
Dodge - The creature takes the Dodge action and moves as fast as possible in a random direction.


5
Flee - The creature moves as far away from whatever the source of the poisoning was, taking the Dash action and using any abilities they have to boost their speed.


6
Charge - The creature moves as close to the source of the poisoning as possible, taking the Dash action and using any abilities they have to boost their speed.


7
Laugh - The creature wastes their turn laughing uproariously


8
Help - The creature takes the Help action, helping a randomly chosen creature it can see.




Miracle Salve
Prerequisites: 11th-level apothecary, Physician specialty
This Formula is transparent and viscous. As an action, you may administer this Formula to yourself or a willing creature within five feet of you. That creature rolls all of their Hit Dice and regains hit points equal to the result. In addition, any effect lowering their hit point maximum ends. This does not count as spending hit dice.

Oil of Piercing
Prerequisites: 11th-level apothecary
This Formula appears stark white. As an action, you may attempt to apply this Formula to a target. Make a ranged attack with proficiency against a creature within 60 ft. of you. On a hit, the target loses all their damage resistances and immunities, losing their damage resistances entirely and becoming resistant to any damage types they were immune to before. This effect lasts for 1 minute.

Oil of Swift Striking
Prerequisites: 7th-level apothecary
This Formula is pure yellow. As an action, you may apply this Formula to a weapon you or a willing creature within 5 feet of you is wielding. For the next 1 minute, whenever a creature uses the Attack action with the weapon this Formula was applied to, they may make one extra attack in addition to any other extra attacks.

Oil of Regeneration
Prerequisites: Physician specialty
This Formula appears bright green. As an action, you may apply this formula to yourself or a willing creature within 5 feet of you. For the next 1 minute, that creature regains 2d4 hit points at the start of their turn.

Smelling Salts
This Formula does not need to be stored in a container. As a bonus action, you may activate the salts by dropping them on the ground. When you do this, you may choose as many creatures as you want to be excluded from the effect. For the next 1 minute, any creature within 10 feet of the salts has advantage on all saving throws.

Smoking Solution
This Formula fills its container with smoke. You may apply this Formula to yourself or a creature within 5 feet of you as an action. For the next minute, the target gives off smoke, heavily obscuring them to all creatures other than themself.

Truesight Eye Drops
Prerequisites: 7th level apothecary; must be stored in a flask
You may apply this Formula to yourself or a willing creature within 5 feet of you as an action. For the next 1 hour, the target has truesight out to 60 feet.

Vitriolic Poison
Prerequisites: 7th level apothecary, Poisoner specialty
This formula appears emerald green. As an action, you may throw this poison to any point within 120 feet. It creates a 30 ft. radius sphere of poison around the point where it lands, and any creature in that sphere must make a Constitution saving throw. On a success, the creature takes 8d4 poison damage. On a failure, the creature takes 8d4 poison damage and becomes poisoned. While poisoned in this way, the creature takes 4d4 poison damage at the start of each of its turns. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Current Version: 1.1.0
Patch Notes:

1.0.0: Created Class
1.0.1: Removed Advanced Healing Training and reworked Rapid Alchemy into Alchemical Genius
1.0.2: Buffed Incandescent Solution and Slowing Solution, updated Alchemical Genius to be based on subclass instead of tool proficiency
1.0.3: Added additional Formulas
1.1.0: Added Poisoner specialty
1.1.1: Added more Poisoner Formulas

BerzerkerUnit
2023-07-05, 04:22 PM
Heads up, I know you said you were submitting this for the class design contest but if you get outside feedback here instead of the existing threads, I think it’s ineligible for voting.

SyntheticHuman
2023-07-05, 09:48 PM
^Is that the case? I don't see it anywhere in the posted contest rules, but I may just be missing something.

Just to Browse
2023-07-06, 10:28 AM
I don't think so? I thought we just gave feedback in the discussion thread so that we bump it to the top.

BerzerkerUnit
2023-07-06, 11:45 PM
I don't think so? I thought we just gave feedback in the discussion thread so that we bump it to the top.

Edit: Looks like the rules were changed or I misread them the first time, here's the relevant bit. Good luck!

"When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here."