Apothecary
Spell trait: KnowledgePlay an Apothecary if you want to concoct beneficial potions and debilitating poisons.
Potion Maker: Instead of a potion, you begin with one Potion Recipe - Minor Health or Minor Stamina. Once per rest, spend a Hope to create a consumable from a recipe as a bonus downtime move.
Toxic Grenade: After a long rest, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll (13). On a success, spend a token to throw a capsule within Close range that explodes and releases a toxic substance upon impact. All creatures within Very Close range of the detonation point become temporarily Afflicted. While Afflicted, they mark a Stress each time they act. When you take a long rest, clear unspent tokens.
Corrosive Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" also gain a -1 penalty to their Difficulty as the toxin eats away at their armor or hide. This penalty remains after the Afflicted condition is cleared but does not stack with itself.
Disorienting Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" have disadvantage on their attack rolls. This ends when the Afflicted condition is cleared.
Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.
Stimulant: Once per rest, mark a Stress to use a "Toxic Grenade" to create a gas that invigorates you and your allies instead. All targets in the affected area gain a Hope and have advantage on their next action roll.
