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Apothecary

Well-versed in the practices of alchemy, herbalism, and medicine, the apothecary takes pride in concocting mixtures of earthly material and magic, though their creations do not always heal. Their effects vary widely, some marked as potent toxins while others may enlarge one's self to the size of a giant. There are an incredible amount of possibilities, some of which are still being discovered.

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Basic Reagent Crafting

You are able to turn gathered herbs (2 Basic Herbs or 2 Daisies) into Basic Reagents used as the base for potion brewing.

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Advanced Reagent Crafting

You are able to turn 2 exotic herbs into Advanced Reagents used as a base for higher tier potions.

 

Creations

You are able to make a plethora of alchemical creations. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + INT/WIS (whichever is higher) roll.

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Treatment
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Basic item required by Craftsmen.

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  • 2x Plant Fiber

Medical Supplies
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Required for Surgery

(1x for wounded 2x for severe wounds)

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  • 5x Bolt of Cloth

  • 10x Daisy

  • 1x Glass Vial

Potion of Healing
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DC 13

 

Regain 4d4+4 hit points.

 

  • 4x Basic Reagent

  • 6x Daisy

  • 1x Glass Vial

Potion of Climbing
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DC 11

 

Climb speed equal to movement for the remainder of combat.

 

  • 4x Basic Reagent

  • 1x Feral Claw

  • 1x Glass Vial

Potion of Growth
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DC 13

 

Grants the effects of the Enlarge spell.

 

  • 6x Basic Reagent

  • 4x Giant's Root

  • 1x Glass Vial

Potion of Greater Healing
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DC 14

 

Regain 6d4+6 hit points.

 

  • 6x Advanced Reagent

  • 1x Potion of Healing*

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