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Apothecary • Demolitionist • Mutagenist

About these subclasses

The Apothecary focuses on crafting potions and harassing enemies with toxic gas. The Demolitionist is all about blowing stuff up. The Mutagenist augments themselves to increase their physical abilities, though this process creates a mutated alter ego.

Designed for class

Alchemist
Homebrew class
Alchemist
Apothecary

Apothecary

Spellcast Trait: Knowledge

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

Foundation

Potion Maker: As a downtime move, you can spend an Ingredient to create a health or stamina potion that heals 1d4 + the Ingredient's bonus.

Toxic Grenade: Spend an Ingredient to throw an exploding capsule within Close range that releases a toxic substance out to Very Close range. Make a Spellcast Roll against all targets in the area. Those you succeed against become temporarily Afflicted. Damage rolls against Afflicted targets gain a bonus equal to the Ingredient's bonus.

Specialization

Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.

Disorienting Toxin: Spend an additional Ingredient of the same rarity when you use "Toxic Grenade" to make all affected targets also gain disadvantage on all their action rolls. This ends when their Afflicted condition is cleared.

Mastery

Hero's Brew: Spend a Legendary Ingredient to create a potion that causes the imbiber to clear all negative temporary conditions, gain a Hope, clear a Stress, and gain advantage on their next action roll. You can have one Hero's Brew at a time.

Toxic Potency: When using "Toxic Grenade," you can spend 2 Ingredients, combining their bonuses. Once per rest, mark a Stress to have all targets affected by a "Toxic Grenade" take a permanent -1 penalty to their Difficulty.

Demolitionist

Demolitionist

Spellcast Trait: Finesse

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

Foundation

Bomb: At the start of each session, place tokens on this card equal to your Spellcast trait. Spend a token to use a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency to the target and half damage to all other creatures within Very Close range. Spend Ingredients to add their bonuses to the bomb's damage. 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

Precision Bombs: Your bomb's Very Close range explosion no longer damages allies.

Remote Detonation: You can place a bomb that does not immediately detonate. While within Very Far range of the bomb, you can make a Spellcast Roll (14) to detonate it. You can have one remote bomb at a time.

Mastery

The Big One: Spend a Legendary Ingredient to augment your bomb. It deals d20 magic damage using your Proficiency, has a range of Far, and deals half damage to all adversaries within Close range. Double the highest damage die. If you fail the attack roll with Fear, the bomb detonates prematurely. You and all creatures within Close range make an Agility Reaction Roll (16). You take full damage on a failure, half on a success. All other creatures take half damage on a failure, none on a success.

Mutagenist

Spellcast Trait: Knowledge

Play the Mutagenist if you want to augment your physical abilities while keeping your violent alter ego at bay.

Foundation

Unstable Enhancement: Spend an Ingredient to gain its bonus on all Agility, Strength, or Finesse rolls until the end of the scene. You can choose each trait once per rest.

Alter Ego: You have an alter ego that vies for control while you are enhanced. Give it a name and decide how its personality differs from yours. While enhanced, you gain a bonus to weapon damage rolls equal to your marked Stress. If you mark your last Stress slot, your alter ego takes over until you clear a Stress.

Specialization

Augments: When using "Unstable Enhancement," spend an additional Ingredient to choose a number of augments equal to the Ingredient's bonus from the following list:

  • Natural Weapons: mark a Stress to deal an extra 2d8 damage on an attack in Melee range

  • Hardened Hide: increase your damage thresholds by 3

  • Roar: make a Spellcast Roll against all adversaries in Close range. Mark a Stress to deal 1d4 Stress to all those you succeed against

  • Fast Healing: spend 2 Hope to clear a Hit Point

Mastery

Dual Mind: Mark a Stress to reroll any Instinct, Knowledge, or Presence reaction roll.

Embrace Your Darkness: Your bonus damage while enhanced increases to double your marked Stress. When you would mark your last Stress slot, you can spend a Hope instead.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Sage domain icon
Apothecary
Alchemist

Apothecary

Foundation

SPELLCAST TRAIT: Knowledge

Potion Maker: As a downtime move, you can spend an Ingredient to create a health or stamina potion that heals 1d4 + the Ingredient's bonus.

Toxic Grenade: Spend an Ingredient to throw an exploding capsule within Close range that releases a toxic substance out to Very Close range. Make a Spellcast Roll against all targets in the area. Those you succeed against become temporarily Afflicted. Damage rolls against Afflicted targets gain a bonus equal to the Ingredient's bonus.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Apothecary
Alchemist

Apothecary

Specialization

Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.

Disorienting Toxin: Spend an additional Ingredient of the same rarity when you use "Toxic Grenade" to make all affected targets also gain disadvantage on all their action rolls. This ends when their Afflicted condition is cleared.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Apothecary
Alchemist

Apothecary

Mastery

Hero's Brew: Spend a Legendary Ingredient to create a potion that causes the imbiber to clear all negative temporary conditions, gain a Hope, clear a Stress, and gain advantage on their next action roll. You can have one Hero's Brew at a time.

Toxic Potency: When using "Toxic Grenade," you can spend 2 Ingredients, combining their bonuses. Once per rest, mark a Stress to have all targets affected by a "Toxic Grenade" take a permanent -1 penalty to their Difficulty.

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Card Backing
Codex domain icon Sage domain icon
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 use a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency to the target and half damage to all other creatures within Very Close range. Spend Ingredients to add their bonuses to the bomb's damage. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

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Card Backing
Codex domain icon Sage domain icon
Demolitionist
Alchemist

Demolitionist

Specialization

Precision Bombs: Your bomb's Very Close range explosion no longer damages allies.

Remote Detonation: You can place a bomb that does not immediately detonate. While within Very Far range of the bomb, you can make a Spellcast Roll (14) to detonate it. You can have one remote bomb at a time.

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Card Backing
Codex domain icon Sage domain icon
Demolitionist
Alchemist

Demolitionist

Mastery

The Big One: Spend a Legendary Ingredient to augment your bomb. It deals d20 magic damage using your Proficiency, has a range of Far, and deals half damage to all adversaries within Close range. Double the highest damage die. If you fail the attack roll with Fear, the bomb detonates prematurely. You and all creatures within Close range make an Agility Reaction Roll (16). You take full damage on a failure, half on a success. All other creatures take half damage on a failure, none on a success.

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Card Backing
Codex domain icon Sage domain icon
Alchemist

Mutagenist

Foundation

SPELLCAST TRAIT: Knowledge

Unstable Enhancement: Spend an Ingredient to gain its bonus on all Agility, Strength, or Finesse rolls until the end of the scene. You can choose each trait once per rest.

Alter Ego: You have an alter ego that vies for control while you are enhanced. Give it a name and decide how its personality differs from yours. While enhanced, you gain a bonus to weapon damage rolls equal to your marked Stress. If you mark your last Stress slot, your alter ego takes over until you clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Alchemist

Mutagenist

Specialization

Augments: When using "Unstable Enhancement," spend an additional Ingredient to choose a number of augments equal to the Ingredient's bonus from the following list:

  • Natural Weapons: mark a Stress to deal an extra 2d8 damage on an attack in Melee range

  • Hardened Hide: increase your damage thresholds by 3

  • Roar: make a Spellcast Roll against all adversaries in Close range. Mark a Stress to deal 1d4 Stress to all those you succeed against

  • Fast Healing: spend 2 Hope to clear a Hit Point

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Alchemist

Mutagenist

Mastery

Dual Mind: Mark a Stress to reroll any Instinct, Knowledge, or Presence reaction roll.

Embrace Your Darkness: Your bonus damage while enhanced increases to double your marked Stress. When you would mark your last Stress slot, you can spend a Hope instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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