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Apothecary • Demolitionist

Subclasses Designed by Chapo the Dog

About these subclasses

The Apothecary focuses on crafting potions and other consumables and harassing enemies with toxic gas. The Demolitionist is all about blowing stuff up.

Designed for class

Alchemist
Homebrew class
Alchemist

Subclass details

Apothecary

Apothecary

Spell trait: Knowledge

Play an Apothecary if you want to concoct beneficial potions and debilitating poisons.

Foundation
Tier 1

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.

Specialization
Tier 2

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.

Mastery
Tier 3

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.

Demolitionist

Demolitionist

Spell trait: Finesse

Play a Demolitionist if you want to BLOW THINGS UP WITH BIG F#%@ING EXPLOSIONS!!

Foundation
Tier 1

Bomb: At the start of each session, place tokens on this card equal to your Spellcast trait. Spend a token to throw a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency. All adversaries within Very Close range of the initial target must make a Reaction Roll (12) or take half damage. Spend a Hope to move all targets who took damage to Very Close range away from the bomb. Choose which direction the initial target moves. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

Specialization
Tier 2

Delayed Detonation: When you use a bomb, you can spend a Hope to set a standard countdown with a value of up to 6 and have the bomb detonate when the countdown triggers. Make a Spellcast Roll (14) to detonate it early.

Demolition Expert: Spend a bomb token and make a Spellcast Roll to use a bomb to destroy a structure such as a wall or door. The GM sets the Difficulty based on the material of the structure. You gain a 2 bonus to this Spellcast Roll for each additional bomb token you spend.

Mastery
Tier 3

The Big One: You can pool all your tokens into a single massive bomb. Make a Spellcast Roll (16). On a success, spend any number of tokens and roll an equal amount of d20s for damage. If any roll a 20, you can choose to reroll a d20 or clear a Stress. If any roll a 1, the bomb detonates. You take all the accumulated damage and all creatures within Close range of you must make an Agility Reaction Roll (16) or take half damage. Once you are finished spending tokens, if the bomb has not detonated, launch the bomb within Far range, dealing damage to all creatures within Close range of it. They can make a Reaction Roll (16) to half the damage.

Printable cards

Foundation / Specialization / Mastery
Apothecary
Alchemist

Apothecary

Foundation

SPELLCAST TRAIT: Knowledge

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Apothecary
Alchemist

Apothecary

Specialization

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Apothecary
Alchemist

Apothecary

Mastery

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demolitionist
Alchemist

Demolitionist

Foundation

SPELLCAST TRAIT: Finesse

Bomb: At the start of each session, place tokens on this card equal to your Spellcast trait. Spend a token to throw a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency. All adversaries within Very Close range of the initial target must make a Reaction Roll (12) or take half damage. Spend a Hope to move all targets who took damage to Very Close range away from the bomb. Choose which direction the initial target moves. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demolitionist
Alchemist

Demolitionist

Specialization

Delayed Detonation: When you use a bomb, you can spend a Hope to set a standard countdown with a value of up to 6 and have the bomb detonate when the countdown triggers. Make a Spellcast Roll (14) to detonate it early.

Demolition Expert: Spend a bomb token and make a Spellcast Roll to use a bomb to destroy a structure such as a wall or door. The GM sets the Difficulty based on the material of the structure. You gain a 2 bonus to this Spellcast Roll for each additional bomb token you spend.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demolitionist
Alchemist

Demolitionist

Mastery

The Big One: You can pool all your tokens into a single massive bomb. Make a Spellcast Roll (16). On a success, spend any number of tokens and roll an equal amount of d20s for damage. If any roll a 20, you can choose to reroll a d20 or clear a Stress. If any roll a 1, the bomb detonates. You take all the accumulated damage and all creatures within Close range of you must make an Agility Reaction Roll (16) or take half damage. Once you are finished spending tokens, if the bomb has not detonated, launch the bomb within Far range, dealing damage to all creatures within Close range of it. They can make a Reaction Roll (16) to half the damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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