Apothecary
About this class
Apothecaries blend radiant life magic with experimental techniques, creating remedies and concoctions capable of healing allies, purging corruption, or producing unpredictable effects. Play the Apothecary if you want to master Consumables, experiment with strange ingredients, and prepare exactly the right concoction for the situation. Work with your GM to decide what ingredient may be necessary for consumable creation.
Domains
Splendor
Starting stats
Hope feature
Class features
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Apothecary's Satchel
Your magically expanded satchel can hold an unlimited amount of raw ingredients and Consumables.
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Formulae Craft
You can use a Downtime Action to analyze a Consumable. If its recipe is available, you learn it. You can use a Downtime Action to craft any Consumable you know the recipe for or currently own using ingredients in your Apothecary's Satchel.
Class items
- A magically expanded satchel filled with bottles, tools, ingredients, and experimental equipment.
- A portable collection of burners, vials, tubes, and other equipment for analyzing and crafting Consumables.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Exorcist
Foundation
SPELLCAST TRAIT: Knowledge
Exorcism: When you use a Consumable on an ally within Close range, you can mark a Stress to clear one condition affecting them and allow them to immediately move to Very Far range.
Exorcist
Specialization
Banishment: When you use Exorcism on a creature within Close range, you can mark a Stress to force it to make a Reaction Roll (15). On a failure, it is Banished and removed from the scene until it next takes a spotlight.
Consecrated Waters: You can purify a body of water during a rest. Until your next rest, anyone who drinks from or bathes in the water clears 1 Stress. Undead creatures cannot willingly enter or remain within Close range of the water. Whenever an undead creature takes a spotlight within Close range of the water, it marks 1 HP.
Exorcist
Mastery
Final Rite: Once per session, when you use Exorcism on an ally or Banishment on an adversary, you can invoke a Final Rite. If the target is an ally, they clear 1d4 HP and 1d4 Stress. If the target is an adversary, it must make a Reaction Roll (17). On a failure, it is Banished until the end of the scene.
Chaos Distiller
Foundation
SPELLCAST TRAIT: Knowledge
Experimental Application: When you use a Consumable, you can mark a Stress to alter one aspect of its effect. You can change its range from Melee to Close, or its duration from until the end of the scene to until your next rest.
Volatile Compound: When you craft a Consumable, you can make it Volatile. The first time a Volatile Consumable is used, roll a d6. On a 1–2, it also affects you if you are a valid target. On a 3–4, it works normally. On a 5–6, choose an extra valid target within Very Close range.
Chaos Distiller
Specialization
Batch Distillation: When you craft a Consumable, you can mark a Stress to create a second copy of it using the same ingredients and Downtime Action.
Unstable Mixture: When you use a Consumable that deals damage or restores HP or Stress, you can mark a Stress to roll a d6. On a 1–2, double the number of dice rolled. On a 3–4, add a d6 to the roll. On a 5–6, treat all dice rolled as their maximum value.
Chaos Distiller
Mastery
Chain Reaction: Once per session, when you use a Consumable, you can cause its effect to spread to every valid target within Very Close range of the original target or point of impact.
Master Distiller: When you sell a Consumable you crafted, you can sell it for twice its normal value.
Apothecary
Apothecaries blend radiant life magic with experimental techniques, creating remedies and concoctions capable of healing allies, purging corruption, or producing unpredictable effects. Play the Apothecary if you want to master Consumables, experiment with strange ingredients, and prepare exactly the right concoction for the situation. Work with your GM to decide what ingredient may be necessary for consumable creation.
Domains
Splendor + Innovation
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A magically expanded satchel filled with bottles, tools, ingredients, and experimental equipment.
- • A portable collection of burners, vials, tubes, and other equipment for analyzing and crafting Consumables.
Apothecary’s Hope Feature
Emergency Formulation : Spend 3 Hope to immediately craft one Consumable you know the recipe for or currently own using ingredients in your Apothecary's Satchel.
Class Features
Apothecary's Satchel
Your magically expanded satchel can hold an unlimited amount of raw ingredients and Consumables.
Formulae Craft
You can use a Downtime Action to analyze a Consumable. If its recipe is available, you learn it. You can use a Downtime Action to craft any Consumable you know the recipe for or currently own using ingredients in your Apothecary's Satchel.
Apothecary Subclasses
Choose either the Exorcist or Chaos Distiller subclass.
Exorcist
Play the Exorcist if you want to cleanse supernatural afflictions, protect allies from malevolent forces, and drive dangerous entities from the battlefield.
Spellcast Trait
Knowledge
Foundation Features
Exorcism: When you use a Consumable on an ally within Close range, you can mark a Stress to clear one condition affecting them and allow them to immediately move to Very Far range.
Specialization Feature
Banishment: When you use Exorcism on a creature within Close range, you can mark a Stress to force it to make a Reaction Roll (15). On a failure, it is Banished and removed from the scene until it next takes a spotlight.
Consecrated Waters: You can purify a body of water during a rest. Until your next rest, anyone who drinks from or bathes in the water clears 1 Stress. Undead creatures cannot willingly enter or remain within Close range of the water. Whenever an undead creature takes a spotlight within Close range of the water, it marks 1 HP.
Mastery Feature
Final Rite: Once per session, when you use Exorcism on an ally or Banishment on an adversary, you can invoke a Final Rite. If the target is an ally, they clear 1d4 HP and 1d4 Stress. If the target is an adversary, it must make a Reaction Roll (17). On a failure, it is Banished until the end of the scene.
Chaos Distiller
Play the Chaos Distiller if you want to experiment with volatile Consumables, turning ordinary concoctions into unpredictable tools of destruction.
Spellcast Trait
Knowledge
Foundation Features
Experimental Application: When you use a Consumable, you can mark a Stress to alter one aspect of its effect. You can change its range from Melee to Close, or its duration from until the end of the scene to until your next rest.
Volatile Compound: When you craft a Consumable, you can make it Volatile. The first time a Volatile Consumable is used, roll a d6. On a 1–2, it also affects you if you are a valid target. On a 3–4, it works normally. On a 5–6, choose an extra valid target within Very Close range.
Specialization Feature
Batch Distillation: When you craft a Consumable, you can mark a Stress to create a second copy of it using the same ingredients and Downtime Action.
Unstable Mixture: When you use a Consumable that deals damage or restores HP or Stress, you can mark a Stress to roll a d6. On a 1–2, double the number of dice rolled. On a 3–4, add a d6 to the roll. On a 5–6, treat all dice rolled as their maximum value.
Mastery Feature
Chain Reaction: Once per session, when you use a Consumable, you can cause its effect to spread to every valid target within Very Close range of the original target or point of impact.
Master Distiller: When you sell a Consumable you crafted, you can sell it for twice its normal value.
Background Questions
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Connections
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Discussion
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