Roguish Archetype: Apothecary

by HRFresco

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Roguish Archetype: Apothecary

“All things are poisons, for there is nothing without poisonous qualities. It is only the dose which makes a thing poison” ~Paracelsus

Instead of focusing on thievery or assassinations, you look towards the natural world for tools to bolster your allies and debilitate your foes. Apothecaries can be anything from a rogue wanting to dedicate themselves more to poisons and potions or a botanist turned to a life of crime after some accident. Or perhaps, a war-time doctor who wants to more directly participate in the conflicts they only see the results of.

Bonus Proficiencies

When you choose this archetype at 3rd Level, you gain proficiency with the Herbalist Kit and Poisoner's Tools. Additionally, these tools work interchangeably for you.

Coated Weaponry

At 3rd Level, when you hit an enemy with Sneak Attack you can change the damage type to Poison. You gain additional damage types at 9th, 13th, and 17th Level: Acid, Necrotic, Radiant respectively.

Apothecary Satchel

Starting at 3rd level, during a Long Rest, you can turn a herbalism kit or poisoner's tools into your Apothecary Satchel. The Satchel holds up to your Sneak Attack Dice Number in Compounds. Compounds are the toxic brews you craft to either help your allies or harm your foes. See the Compounds Table at the end of the document for more information. You refill your Compounds at the end of Long Rest. Additionally, you can craft and (if allowable) apply a Compound as a Bonus Action. You cannot do this again until you take a short rest or if you currently have your maximum number of Compounds.

Apply Toxins

At 3rd level, you gain the ability to rapid dose weaponry or allies. You can use your Cunning Action to use Potions, Poisons, and Compounds.

No Tolerance

Starting at 9th level, the first unique Compound a Creature is exposed to makes the saving throw at disadvantage.

Lingering Venom

At 13th level, you gain the ability to let your toxins linger in an enemies' system. When you use Coated Weaponary you can decide to let the toxin linger. As an action on subsequent turns, you can force the enemy to make a Constitution Saving Throw versus your Compound DC. On a failure, they take the Sneak Attack Dice Damage again. On Success, they take half that amount. Lasts for 1 minute and can only be on one target at a time. You can do this once per Long Rest with additional uses consuming any compound of your choice in your Apothecary's Satchel.

Additional Expertise

At 13rd level, double your proficiency bonus for any checks using your Apothecary Satchel.

Virulent Compounds

At 17th Level, When you hit an enemy with an active Compound on them you reapply that compound forcing the Saving throw again. This does not apply to Compounds with a 17th level feature.

Aerosolized Compounds

At 17th level, When you apply a helpful Compound it radiates in a 10ft radius from the target. This does not apply to Compounds with a 17th level feature

Compounds

Compounds work similarly to traditional Vancian Casting. At the end of a Long Rest, you choose how many of each compound you prepare.

You cannot apply more than one compound at a time; however, you can have multiple different compounds active on the same target at once. Same compound effects do not stack. Compounds expire at the end of a Long Rest.

The effects of Compounds improve in potency at 9th, 13th, and, in some cases, 17th level.

The Dose makes the Poison

Each compound has a helpful and harmful effect based on how you use it. You do not decide which effect at the end of your Long Rest but instead when you apply the Compound.

For example, if you have a total of four compounds you could choose two belladonnas, one hemotoxin and one chloroform. In combat you would decide if the belladonna is either harmful or helpful.

Compound DC

The difficulty Challenge for Compounds is equal to 8 + Intelligence modifier + proficiency bonus

Compound Terminology

Apply Toxin: Bonus Action or Action due to the 3rd level feature, Unless specified this is a touch action.

Flora

Belladonna/NightShade

Belladonna bolsters ally healing.

Application: Apply Toxin

Duration: 1 hour

  1. At 3rd level, Any hit dice used reroll 1s or 2s
  2. At 9th level, for any healing reroll 1s or 2s.
  3. At 13th level, any healing heals your for an additional two times your Constitution Modifier

Nightshade cuts enemy healing.

Application: Apply Toxin

Duration: 1 minute

Saving Throw: Constitution

  1. At 3rd level, for any healing reroll the highest two numbers. For example, 1d6 reroll 5s and 6s
  2. At 9th level, All healing is half effective
  3. At 13th level, All healing does necrotic damage instead of healing.

Lady's Lace/Hemlock

Lady's Lace cures ally conditions.

Application: Apply Toxin

Duration: Immediate

  1. At 3rd level, End Poisoned, Blindness, or Deafness
  2. At 9th level, End Incapacitated, paralyzed
  3. At 13th Level, Application: 30ft Range, Reaction

Hemlock incapacitates enemies.

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Wisdom

  1. At 3rd Level, Incapacitated
  2. At 9th level, Stunned
  3. At 13th level, Paralyzed

Quaker's Buttons/Poison Nut

Quaker's Buttons improve ally's resolve.

Application: Apply Toxin

Duration: End of your next turn

  1. At 3rd level, +1 AC
  2. At 9th level, +2 AC
  3. At 13th level, Dodge Action

Poison Nut cripples enemies

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Strength

  1. At 3rd level, Reduce Movement Speed by 10
  2. At 9th level, Half Movement
  3. At 13th level, No Movement

Venom

Hemotoxin (Vipers)

Hemotoxin Antivenom staunches bleed out

Application: Reaction to ally within 20ft takes Physical damage.

Duration: Instantaneous

  1. At 3rd level, Reduce damage taken by 1d10
  2. At 9th level, Reduce damage taken by 1d10 + intelligence modifier
  3. AT 13th level, Reduce damage taken by 1d10 + Int Mod + 1/2 Rogue Level (rounded down)

Hemotoxin causes enemy bleed out

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Constitution

  1. At 3rd level, Damage Advantage on physical attacks.
  2. At 9th level, Damage Advantage on all damage types.
  3. At 13th level, Increase dice size of attack by 1 (max of 1d12)

Neurotoxin (Mamba)

Neurotoxin Antivenom increases ally movement

Application: Apply Toxin

Duration: End of your next turn

  1. At 3rd level, Increase movement speed by 15ft
  2. At 9th level, Extra movement does not provoke attacks of opportunity
  3. AT 13th level, Speed increases to 30ft

Neurotoxin paralyzes the diaphram

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Wisdom

  1. At 3rd level, Cannot Speak (somatic components or breathing)
  2. At 9th level, Concentration check against the attack is made at disadvantage
  3. At 13th level, While Silenced, any concentration checks are made at disadvantage

Cytotoxin (Cobras)

Cytotoxin Antivenom loosens people up

Application: Action, Touch

Duration: 10 minutes

Saving Throw: Charisma

  1. At 3rd level, you cannot tell a lie
  2. At 9th level, you make the save three times
  3. At 13th level, there is no save
  4. At 17th level, 1 hour duration

High Dosage of Cytotoxin causes muscle breakdown

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Strength

  1. At 3rd level, Disadvantage on Strength and Dexterity Checks and Saving Throws
  2. At 9th level, Disadvantage on Strength and Dexterity Attack rolls.
  3. At 13th level, Autofail Dexterity and Strength Saving Throws and Checks. (Compound Save is excluded)

Inorganics

Arsenic

Small amounts of Arsenic cures ailments

Application: Apply Toxin

Duration: Instantaneous

  1. At 3rd level, Cure one disease
  2. At 9th level, cure all diseases
  3. At 13th level, Remove Curse

Large amounts of Arsenic poisons enemies

Application: Apply Toxin

Duration: End of your next turn

Saving Throw: Constitution

  1. At 3rd level, Poisoned
  2. At 9th level, Ignores Poisoned Immunity
  3. At 13th level, Poisoned for 1 minute
  4. At 17th level, Poisoned until save is made (once every 24 hours)

Hydrofluroic Acid

Small amounts of HF melts flesh

Application: Action, Ranged Attack, 20/60

Duration: until dissolved or action to remove

Saving Throw: Dexterity (Secondary Targets only)

  1. At 3rd level, 1d8 acid damage on hit. 5ft radius around primary target dexterity saving throw for 1d6 acid damage. Primary target takes decrementing dice damage at the end of their turn unless they take an action to remove the acid. (1d8 start -> 1d6 -> 1d4)
  2. At 9th level, Increases dice size by 1. Primary 1d10 decaying, Secondary 1d8
  3. At 13th level, Secondary targets take decaying damage as well

Large amounts of HF melts everything

Application: Action, Touch

Duration: 5 minutes (below shows the total area consumed after 5 minutes)

  1. At 3rd level, Melts 1 cubic inch of metal, 6 cubic inches of stone, 1 cubic foot of wood
  2. At 9th level, Melts 6 cubic inches of metal, 1 cubic foot of stone, 2 cubic feet of wood
  3. At 13th level, Melts 1 cubic foot of metal, 2 cubic feet of stone, 5 cubic feet of wood
  4. At 17th level, Melts 2 cubic feet of metal, 5 cubic feet of stone, 10 cubic feet of wood.

Chloroform

Small amounts of Chloroform work as an anesthetic

Application: Apply Toxin

Duration: 1 minute

  1. At 3rd level, Gain temporary HP equal to 1/2 Sneak Attack Dice roll.
  2. At 9th level, Reroll 1s
  3. At 13th level, temporary HP equal to Sneak Attack dice roll

Large Amounts of Chloroform render foes unconscious

Application: Action, Touch

Duration: 1 Hour

Saving Throw: Constitution

  1. At 3rd level, Roll double your Sneak Attack if the value is greater than the targets remaining HP they fall asleep. Can be woken up by an action to rouse or damage.
  2. At 9th level, No Saving Throw
  3. At 13th level, 3x Sneak Attack
  4. At 17th level, 8 hour duration

Universal Applications

Lace Object - Any Compound

Application: 1 minute, Touch

Duration: Intelligence Modifier in Days

Saving Throw: Constitution

Roll a Poisoner's Kit (Dexterity) check to lace an object with poison. Passive Perception to notice something is odd or roll a Poisoner's kit (Intelligence) check to determine if the object has been poisoned or not.

On Contact or consumption (your choice) with the object, the target must make a Constitution Saving throw.

On Failure, Take Sneak Attack Damage or effect of compound used which effect is determined while applying the compound.

On Success, Take 1/2 Sneak Attack Damage

Damage type is determined by the type of compound used.

  1. Flora = Poison Damage
  2. Venom = Necrotic Damage
  3. Inorganics = Acid Damage

Other information

Thank you for spending the time reading this subclass!

For math and rationale see bottom of: Google Doc Version

Art Credit

  1. First Image: Male Apothecary, Pathologic, Artist: Ukrop, Artist's tumblr
  2. Second Image: Hemlock Website: Washingtong State Noxious Weeds
 

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