Apothecary
Travelers often seek out the aid of a potion seller, making
the trade one of the most lucrative businesses in the realms.
The merchant guild of apothecaries focuses on the sale and
trade alchemical medicines and deadly poultices.
You gain proficiency with herbalism kits and the Medicine and Nature skills. If you already have proficiency with a skill or tool given to you by this feature, you may select another instead.
Additionally, you may stock potions in your Portable Storefront at half the cost (rounded up) and the time you must take to craft potions and poisons is halved.
You can use the Use an Object action to touch a potion, a bottle, flask, vial, or other container and expend a merchant spell slot of 1st-level or higher to instantly create a custom potion or infuse a potion with additional effects, choosing one effect per level of the spell slot expended. An effect cannot be chosen more than once. Potions may be used as a part of the same Use an Object action you made to create the potion.
Potion Effects are listed at the end of this subclass and last until the potion is used or until the end of your next long rest. The potions you create are magic items for the purposes of your Bang for Your Buck feature and have a type from either Blast or Consumable. Blast effects cannot be selected for Consumable potions and vice versa, unless otherwise specified in the effect’s description:
Blast. You may also throw the potion at a point within 60 feet of you. Any creature within a 10-foot radius circle centered on that point must succeed on a saving throw against your spell save DC. On a failure, the creature is subjected to the effects of the potion. The radius of the potion increases by 10 feet per level of the spell slot expended above 1st level.
Consumable. The potion must be consumed in order to gain its benefits.
You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
You can treat wounds and administer medicine during rests which helps to bolster your allies’ natural healing. During a short or long rest, you can treat a number of creatures equal to your Charisma modifier. A treated creature gains the following benefits:
Continued exposure to and treatment of dangerous poisons and diseases has instilled you with a natural resilience. You have resistance to poison damage and immunity to being diseased or poisoned. If you previously had resistance to poison damage, this feature gives you immunity to poison damage. If a spell or other effect gives you resistance to poison damage, this feature gives you immunity to it while the effect persists
Whenever you or a creature that you can see within 30 feet of you consumes a potion, you may use your reaction to extend the effects of the potion to one creature of your choice within 30 feet of the consumer.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Acclimation (Consumable). The drinker of the potion has advantage on Constitution saving throws against extreme heat and extreme cold.
Baleful (Blast). Any creature within a 10-foot radius circle near the point must succeed on a Constitution saving throw. On a failure, a creature takes 2d6 necrotic damage and it can’t regain hit points until the end of its next turn. On a success, a creature takes half damage.
Boldness (Consumable). The drinker of the potion can roll a d4 and add the number rolled to one attack roll or saving throw it makes in the next minute.
Corrosive (Blast). Any target in the area must succeed on a Dexterity saving throw or take 2d6 acid damage. Objects and structures take double damage. On a success, a target takes half damage.
Envenomed (Consumable). The drinker must succeed on a Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. While poisoned in this way, the drinker takes 1d6 poison damage at the start of each of its turns.
Flammable (Blast). Any target in the area must succeed on a Dexterity saving throw or take 1d6 fire damage and become ignited in flames. While ignited, the target takes 1d6 fire damage at the start of each of its turns. A target can end this damage by using its action to make a Dexterity check to extinguish the flames. A flammable object hit by this attack ignites if it isn’t being worn or carried. On a success, a target takes half damage and isn’t ignited.
Flash Freeze (Blast). Any target in the area must succeed on a Constitution saving throw or take 2d6 cold damage and have its movement speed halved until the end of its next turn. On a success, a target takes half damage.
Flight (Consumable). The drinker of the potion a flying speed of 10 feet for 1 minute. If the spell slot used to give a potion this effect was of 3rd-level or higher, the speed increases to 30 feet and it lasts for 1 hour.
Healing (Consumable). The drinker of the potion regains 2d4 hit points. The healing of this potion increases by 2d4 for each level of the spell slot used to create the potion above 1st and per 50 gp expended above 50 gp.
Inoculate (Consumable). The drinker of the potion is cured of an effect causing it to be blinded, confused, or deafened.
Splash (Consumable). A Consumable potion that gains this effect may be used as a Blast potion and the targets in the area can willingly fail the saving throw.
Sight (Consumable). The drinker gains 30 feet of darkvision for 1 hour.
Swiftness (Consumable). The drinker’s walking speed increases by 10 feet for 1 hour.
Vanish (Consumable). The drinker immediately turns invisible until the end of its next turn or if it makes an attack or casts a spell.
Volatility (Blast). The damage the potion’s effects deal increases by 1d6 and the radius increases by 10 feet.
Zap (Blast). Any target in the area must succeed on a Constitution saving throw or take 2d6 lightning damage and it cannot take a reaction until the end of its next turn. On a success, a target takes half damage.
Apothecary Features
Merchant Level |
Feature |
3rd | Potion Seller, Deft Decoctions, Apothecary Magic |
5th | Triage |
9th | Mithridatism |
15th | Socialized Medicine |
Potion Seller
3rd-level Apothecary Merchant Trade featureYou gain proficiency with herbalism kits and the Medicine and Nature skills. If you already have proficiency with a skill or tool given to you by this feature, you may select another instead.
Additionally, you may stock potions in your Portable Storefront at half the cost (rounded up) and the time you must take to craft potions and poisons is halved.
Deft Decoctions
3rd-level Apothecary Merchant Trade featureYou can use the Use an Object action to touch a potion, a bottle, flask, vial, or other container and expend a merchant spell slot of 1st-level or higher to instantly create a custom potion or infuse a potion with additional effects, choosing one effect per level of the spell slot expended. An effect cannot be chosen more than once. Potions may be used as a part of the same Use an Object action you made to create the potion.
Potion Effects are listed at the end of this subclass and last until the potion is used or until the end of your next long rest. The potions you create are magic items for the purposes of your Bang for Your Buck feature and have a type from either Blast or Consumable. Blast effects cannot be selected for Consumable potions and vice versa, unless otherwise specified in the effect’s description:
Blast. You may also throw the potion at a point within 60 feet of you. Any creature within a 10-foot radius circle centered on that point must succeed on a saving throw against your spell save DC. On a failure, the creature is subjected to the effects of the potion. The radius of the potion increases by 10 feet per level of the spell slot expended above 1st level.
Consumable. The potion must be consumed in order to gain its benefits.
Apothecary Magic
3rd-level Apothecary Merchant Trade featureYou gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
Apothecary Spells
Merchant
Level |
Spells |
3rd | cure wounds |
5th | enhance ability |
9th | revivify |
13th | death ward |
17th | greater restoration |
Triage
5th-level Apothecary Merchant Trade featureYou can treat wounds and administer medicine during rests which helps to bolster your allies’ natural healing. During a short or long rest, you can treat a number of creatures equal to your Charisma modifier. A treated creature gains the following benefits:
- When it rolls a 1 or 2 on a hit die for healing during the rest, it can reroll the die any number of times.
- When it finishes the rest, it gains temporary hit points equal to your merchant level.
Mithridatism
9th-level Apothecary Merchant Trade featureContinued exposure to and treatment of dangerous poisons and diseases has instilled you with a natural resilience. You have resistance to poison damage and immunity to being diseased or poisoned. If you previously had resistance to poison damage, this feature gives you immunity to poison damage. If a spell or other effect gives you resistance to poison damage, this feature gives you immunity to it while the effect persists
Socialized Medicine
15th-level Apothecary Merchant Trade featureWhenever you or a creature that you can see within 30 feet of you consumes a potion, you may use your reaction to extend the effects of the potion to one creature of your choice within 30 feet of the consumer.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Potion Effects
The potion effects are listed in alphabetical order.Acclimation (Consumable). The drinker of the potion has advantage on Constitution saving throws against extreme heat and extreme cold.
Baleful (Blast). Any creature within a 10-foot radius circle near the point must succeed on a Constitution saving throw. On a failure, a creature takes 2d6 necrotic damage and it can’t regain hit points until the end of its next turn. On a success, a creature takes half damage.
Boldness (Consumable). The drinker of the potion can roll a d4 and add the number rolled to one attack roll or saving throw it makes in the next minute.
Corrosive (Blast). Any target in the area must succeed on a Dexterity saving throw or take 2d6 acid damage. Objects and structures take double damage. On a success, a target takes half damage.
Envenomed (Consumable). The drinker must succeed on a Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. While poisoned in this way, the drinker takes 1d6 poison damage at the start of each of its turns.
Flammable (Blast). Any target in the area must succeed on a Dexterity saving throw or take 1d6 fire damage and become ignited in flames. While ignited, the target takes 1d6 fire damage at the start of each of its turns. A target can end this damage by using its action to make a Dexterity check to extinguish the flames. A flammable object hit by this attack ignites if it isn’t being worn or carried. On a success, a target takes half damage and isn’t ignited.
Flash Freeze (Blast). Any target in the area must succeed on a Constitution saving throw or take 2d6 cold damage and have its movement speed halved until the end of its next turn. On a success, a target takes half damage.
Flight (Consumable). The drinker of the potion a flying speed of 10 feet for 1 minute. If the spell slot used to give a potion this effect was of 3rd-level or higher, the speed increases to 30 feet and it lasts for 1 hour.
Healing (Consumable). The drinker of the potion regains 2d4 hit points. The healing of this potion increases by 2d4 for each level of the spell slot used to create the potion above 1st and per 50 gp expended above 50 gp.
Inoculate (Consumable). The drinker of the potion is cured of an effect causing it to be blinded, confused, or deafened.
Splash (Consumable). A Consumable potion that gains this effect may be used as a Blast potion and the targets in the area can willingly fail the saving throw.
Sight (Consumable). The drinker gains 30 feet of darkvision for 1 hour.
Swiftness (Consumable). The drinker’s walking speed increases by 10 feet for 1 hour.
Vanish (Consumable). The drinker immediately turns invisible until the end of its next turn or if it makes an attack or casts a spell.
Volatility (Blast). The damage the potion’s effects deal increases by 1d6 and the radius increases by 10 feet.
Zap (Blast). Any target in the area must succeed on a Constitution saving throw or take 2d6 lightning damage and it cannot take a reaction until the end of its next turn. On a success, a target takes half damage.
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