Apothecary
The wood elf ran across the battlefield, simultaneously preparing herself to retrieve her medicine kit and dodging arrows and sword strikes, racing to get to her injured comrade. As she arrived and quickly pulled out her cauterization tools to close the intensely bleeding wound, she was met with the pain-filled gaze of her friend. Through his groans, he managed to get out ‘Oh… Rhea it’s you… do you mind sending over the party cleric? Doesn’t the bard know some healing magic too? The Druid?’ Many different responses raced through the wood elf’s mind, but she settled on the ever-handy, ‘Fuck you Adrian, now bite down on this.’”
Apothecaries are those who choose to take the matters of health, wellness, surgery, and modern medicine into their own hands when it comes to their friends and allies. Not relying on the unknowns of magic or the help of a god, apothecaries are masters of their instruments, and carry several times more tools than any medicine kit could contain. Their expertise in each of these tool sets, the tending of wounds, the subject of biology, and their ability to stay alive in a combat situation, make them extremely important to any party, and eternally unappreciated for their painful, but effective methods.
Creating an Apothecary
Because of your great amount of time and study dedicated to the art of medicine, you have begun to master techniques that others may have thought impossible, without the aid of magic. Consider why you began to study. What prompted you to begin to look for answers outside of clerics, druids, and bards who can do what you do with a snap of their fingers? Additionally, consider your field of expertise. Are you a mad scientist, looking for the latest lab rat to test your radical new drugs on? Are you a simple surgeon and healer, looking to protect those you love? Are you a biologist, looking to study the anatomy of monsters that most scholars only read books about? Regardless, your decision to embark on a life outside of the library is an adventurous one.
The Apothecary
Level | Proficiency Bonus | Features | Medical Dice | Medicine Points |
---|---|---|---|---|
1st | +2 | Modern Medicine, Field Medic | d4 | 2 |
2nd | +2 | Biological Expertise | d4 | 4 |
3rd | +2 | Specialty | d4 | 6 |
4th | +2 | Ability Score Improvement | d4 | 8 |
5th | +3 | Efficient Procedures, Biological Expertise Improvement | d6 | 10 |
6th | +3 | Specialty Feature | d6 | 12 |
7th | +3 | Evasion | d6 | 14 |
8th | +3 | Ability Score Improvement | d6 | 16 |
9th | +4 | Eye for Injuries | d6 | 18 |
10th | +4 | Biological Expertise Improvement, Specialty Feature | d6 | 20 |
11th | +4 | Efficient Procedures Improvement | d8 | 22 |
12th | +4 | Ability Score Improvement | d8 | 24 |
13th | +5 | Long-Term Wellness | d8 | 26 |
14th | +5 | Specialty Feature | d8 | 28 |
15th | +5 | Aftercare | d8 | 30 |
16th | +5 | Ability Score Improvement | d8 | 32 |
17th | +6 | Specialty Feature | d10 | 34 |
18th | +6 | Biological Expertise Improvement | d10 | 36 |
19th | +6 | Ability Score Improvement | d10 | 38 |
20th | +6 | Apothecary's Guidance | d10 | 40 |
Class Features
As an apothecary, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per apothecary level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per apothecary level after 1st
Proficiencies
- Armour: Simple armour
- Weapons: Simple weapons, shortswords
- Tools: Herbalism kit, medicine kit
- Saving Throws: Intelligence, Dexterity
- Skills: Choose three from Acrobatics, Medicine, History, Insight, Survival, Nature, and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon and a shortsword or (c) two simple weapons
- leather armour
- an herbalism kit
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the apothecary class, you must meet these prerequisites: Intelligence 13.
Proficiencies. When you multiclass into the apothecary class, you gain the following proficiencies: Light armour, herbalism kit, medicine kit, shortswords and simple weapons.
Modern Medicine
As an apothecary, your devotion to the science of medicine has increased your understanding of the humanoid body beyond that of a normal doctor. As such, you gain the ability to stimulate it’s natural healing factor in ways that others simply cannot achieve. Starting at first level, you gain 2 medicine points. These points can be used in a number of ways, and you gain more ways to use them as you gain levels in this class. As you advance, you will always have a number of medicine points equal to two times your apothecary level. You regain all expended Medicine Points at the end of a long rest. Sometimes, your medical techniques will call for a saving throw to be made by a creature, in that case, calculate the DC as follows:
Medical Save DC: 8 + your proficiency bonus + your Intelligence modifier.
Additionally, you have a set of tools much more comprehensive than a Medicine Kit, known as Apothecary’s Tools. These contain any sort of items that could be useful for patching up wounds in a field scenario, such as surgery tools, cauterization tools, numbing salves, bandages, and gauze. This kit can be used like a medicine kit, but can be used infinitely, rather than having only 10 uses. Finally, you gain proficiency in the medicine skill if you did not already have it, and may add double your proficiency bonus to checks you make with that skill. If you already had this skill, you may choose another from the class’s skill list.
Field Medic
Also at 1st level, you gain your first use of your Medicine Points. As an action, you can expend one medicine point to quickly patch up the wounds of yourself or a willing creature within 5 feet of you. The creature heals for an amount equal to your Medical Dice + your Intelligence Modifier. Your medical dice, and therefore the effectiveness of this feature, starts off as a d4, but increases in size as
you gain levels in this class. You must have your Apothecary’s Tools on hand to use this ability.
Biological Expertise
Starting at 2nd level, your intimate knowledge of biology works in your favor when healing, as well as when you have to defend yourself. Your strikes can cripple opponents that you know the biology of, and as you gain levels in this class, your expertise and experience allow you to infer the biology of more and more creature types, even those you may not have seen before. As an action, you can make an Anatomy Attack on a humanoid or beast, choosing from the following list of attacks:
- Leg Cripple - You can spend one Medicine point to make a melee attack against a creature within 5 feet. If it hits, this strike cripples it’s leg rather than dealing damage. The creature’s walking speed is reduced by 20 feet until the end of it’s next turn, to a minimum of 5 feet.
- Arm Cripple - You can spend one Medicine point to make a melee attack against a creature within 5 feet. If it hits, this strike cripples it’s arm rather than dealing damage. The creature’s weapon and unarmed attacks that involve this arm deal ½ damage until the end of it’s next turn. Additionally, the creature has disadvantage on Strength checks that involve that arm until the end of it’s next turn.
- Concussion - You can spend one Medicine point to make a melee attack against a creature within 5 feet. If it hits, this strike concusses the creature rather than dealing damage. The creature has disadvantage on attacks, as well as Dexterity saving throws, until the end of it’s next turn.
At 5th level, this feature can be used on fey, fiends, and undead. At 10th level, this feature can be used on celestials, dragons and monstrosities. At 18th level, this feature can be used on abberations, provided that they have the necessary body parts for this feature to work on them. This feature can never be used on oozes, constructs, or plants.
Specialty
At 3rd level, you choose a particular medical specialty that you devote your studies to, choosing from Anatomical Specialist, Drug Specialist, or Surgery Specialist. This choice grants you features at 3rd, 6th, 11th, 14th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Efficient Procedures
At 5th level, you work remarkably quickly in the field, and can patch up combat injuries in a matter of seconds. On your turn, when you take your action to heal yourself or an ally with your Field Medic feature, you can choose to heal a second time with that same action. You can divide these two uses however you like, spending as much movement, or as many other actions as you like before healing again. Additionally, you train yourself to be faster on the battlefield so you can more easily reach your allies. Your walking speed increases by 10 feet. At 11th level, you may use your Field Medic Feature up to 3 times per action, and your walking speed increases by an additional 10 feet.
Evasion
Beginning at 7th level, you learn that you are an asset to the team only when you are alive, and not being burnt to a crisp with the rest of your allies, or frozen in place. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Eye For Injuries
At 9th level, through your training and experiences as an apothecary, you have developed the rather unsavory skill of knowing exact details about when, how, and by whom a wound was inflicted, even on a corpse. Over the course of a short rest, you can examine a wound that is less than 2 weeks old, or a corpse that has died within the last two weeks. During this time, you determine the cause of the wound or of the death, as well as what sort of weapon or creature might have caused this, or what sort of other condition such as disease or poison. You can also estimate the time of death or time of injury to a precision of one hour.
Additionally, if you would roll a 9 or below on any medicine check, you can spend a medicine point to instead roll a 10.
Long-Term Wellness
At 13th level, you have managed to spread your sanitary and modern hygiene habits to your allies, granting them a number of benefits. You along with anyone who has traveled with you, or been in your consistent presence, for more than a month is immune to diseases. Additionally, they have resistance to poison damage and advantage on saving throws against poison. Finally, when they restore hit points using hit dice, the minimum number of hit points they can restore from a roll of the hit die is equal to two times their constitution modifier.
Aftercare
At 15th level, your medical processes have advanced to the point that your patient’s wounds close and heal at a remarkable rate. You can take 10 minutes and expend 3 medicine points to patch up a willing creature in a very precise manner, allowing their natural healing process to work at it’s greatest possible capacity. This creature regains one hit point per minute after you perform this procedure, until it reaches it’s hitpoint maximum, or heals for half it’s maximum hit points.
Additionally, creatures who short rest with you are also subject to more minor benefits, and all creatures that finish a short rest with you gain temporary hit points equal to your Intelligence modifier until they finish a short or long rest. Both of these benefits only apply to creature types that you currently can use your Biological Expertise feature on.
Apothecary's Guidance
At 20th level, as a final lesson to your allies about the importance of adventuring health and wellness, you teach them a secret technique that has gotten you this far along with them: how to not die, and make other things die first. By instructing those that travel with you about the vital areas of the body, you help them understand the most effective methods for redirecting attacks on their own vital areas, and inflicting more dangerous strikes on others. Once per day, when any of the allies currently traveling with you would drop to 0 hit points but not die outright, they instead drop to one hit point. They regain the ability to use this feature at the end of a long rest. Additionally, all of your allies that this applies to also score a critical hit on a roll of 19 or 20 on any attack roll.
Apothecary's Specialties
An apothecary's specialty is an area of expertise that influences the way you support your party in combat. Each apothecary narrows their field of study into a particular area, healing their party more efficiently, strengthening and augmenting them with unique drugs, or dealing damage themselves with their vast knowledge of anatomy.
Anatomy Specialist
Anatomy specialists take great care in pouring over the complex body structures of many different creature types, understanding how best to cripple a hostile foe, and utilizing that knowledge to it's fullest potential.
Agonizing Lacerations
Starting at 3rd level, your knowledge of bodies has been focused into their weakest points, allowing you to do considerable damage while performing anatomy attacks. In addition to their normal effects, anatomy attacks now do necrotic damage equal to your Medical Dice + your Intelligence Modifier.
Additionally, you can use a reaction and spend a medicine point to call out a weakness in a hostile creature, and the next attack roll made against that creature by an ally who could have heard you does extra necrotic damage equal to your Medical Dice + your Intelligence Modifier. This only applies against creature types listed under your Biological Expertise feature.
Improved Anatomy Attacks
At 6th level, you develop new methods of crippling your opponent in battle, and gain the following anatomy attacks:
- Pressure Point Strike - As an action, you can spend 2 medicine points to make a melee attack against a creature within 5 feet. If it hits, the target must make a Constitution saving throw or be knocked prone and have it's speed reduced to zero until the end of it's next turn. It automatically fails dexterity saving throws during this time, as it's pressure points being struck have rendered it immobile below the waist for the turn.
- Neck Cripple - As an action, you can spend 3 medicine points to make a melee attack against a creature within 5 feet. If it hits, the target must make a constitution saving throw or be paralyzed until the end of it's next turn. The intense stress that you put on just the right area of the neck halts all nerve communication for a short time.
- Sternum Cripple - As an action, you can spend 3 medicine points to make a melee attack against a creature within 5 feet. If it hits, the target must make a constitution saving throw or take one level of exhaustion. Additionally, the targets heavily bruised or broken sternum gives them disadvantage on consitution saving throws for the next minute.
Deadly Precision
At 10th level, your study of the body's vulnerabilities has lead you to be able to take down hostile enemies with surgical precision. Your weapon attacks and anatomy attacks now score critical hits on rolls of 19 or 20. This only applies against creature types listed under your Biological Expertise feature. At 17th level, this range increases to 18-20.
Intense Study
Starting at 14th level, you can spend your downtime during a long rest studying a certain creature type listed under your Biological Expertise Feature. Until your next long rest, all anatomy attacks you take against creatures of that type cost one less medicine point, to a minimum of zero. This feature costs 10 medicine points to use.
Mortality
At 17th level, you have studied the anatomy of humanoids so extensively that you have learned a method to end the life of one instantly, by striking at exactly the correct point, with exactly the correct amount of force. You can spend 10 medicine points to make a single melee attack against a creature within 5 feet. If it hits, the creature must make a Constitution saving throw. If it fails, and it has less than 150 hit points, it dies. If it succeeds, it takes only your medical dice + your Intelligence Modifier in damage.
Surgery Specialist
Apothecaries who specialize in surgery and other medical procedures are experts at healing their allies and saving them from any other horrible conditions that might befall them during a battle. Their devotion to the healing arts allows them to perform feats that should not be possible without magic, but are made feasible by the miracle of science.
Triage
Starting at 3rd level, your specialization in the field of healing has yielded undeniable benefits. As a reaction when you see an ally take damage, you can spend two medicine points to move up to your speed towards them and immediately heal them as per your Field Medic Feature.
Necessary Haste
Also at 3rd level, your ability to successfully navigate the battlefield is crucial, and as such, your walking speed increases by 10 feet, and opportunity attacks have disadvantage against you
Potent Procedures
At 6th level, you gain the ability to heal allies even more effectively in small time frames, at the cost of your medical resources. When you heal an ally using your Field Medic feature, you can spend more medicine points to heal for an additional medical dice for each extra medicine point spent, up to 5 total medical dice in a single use.
Restorative Treatments
At 10th level. your expertise in the care and treatment of the conditions of your allies allows you to cure even the most serious of their ailments in mere seconds on the battlefield. As an action you can spend 4 medicine points to cure the creature of one effect that is causing it to be petrified, is reducing its maximum HP, or is reducing one of its ability scores. Alternatively, as a bonus action, you can spend 2 medicine points to end one effect that is causing the creature to be blinded, deafened, paralyzed, or poisoned.
Open Heart Massage
At 14th level, you can bring your allies back from death with an extraordinary technique known as the Open Heart Massage. You can use an action to spend 5 medine points and 100 GP in rare herbs and plants and approach a creature that has been dead for no more than 10 minutes, and bring them back to life with half of their maximum hit points. This procedure requires you to open their chest cavity and manually massage their heart to restart it, as well as insert a shot of adrenaline, and quickly staple the wound closed. As painful as this procedure may be, it restores the creature's vitality as well as life, making them able to fight again moments after. Because of the injury that the technique causes, the creature that was revived gains one level of exhaustion.
Miracle Salve
At 17th level, you develop a method that combines every herb, medicine, and chemical that you own, into a single, ridiculously effective healing salve known as a Miracle Salve. When you finish a long rest, you can choose to concoct this solution, and spend half of your total medicine points for the day. If you do so, you gain a jar of the solution that has a pool of healing with a number of hit points equal to 10 times the amount of medicine points you spent. When you use your Field Medic healing feature, instead of rolling a medical dice, you can choose to draw from your pool of healing and apply the salve to the creature, healing them for any number of hit points, and subtracting that number from your healing pool. Alternatively, you can spend 5 hit points of healing to cure the creature of any disease that may be ailing them.
Drug Specialist
Drug specialist apothecaries are geniuses; innovative caretakers who are always looking for their next medical breakthrough, trying to find new ways to prevent injury to others entirely, with varying results. A side effect of this fact is their tendency to be fanatics, constantly needing new test subjects for their drugs and seeing the party around them as fantastic specimens. But don't worry! Drug specialists have effective and cheap methods of helping out on and off the battlefield, and who knows? Maybe one day these concoctions will be widely used, renowned, or even safe!
Drug Formulae
Starting at 3rd level, you gain access to a number of drug formulae, detailed at the end of the subclass description. These represent a number of different drugs that you can prepare on a daily basis, giving various benefits to your party when they take them, but coming with side effects, often after the drug has worn off. Still, the benefits often outweigh the risks. You can prepare a number of drug doses per long rest equal to your proficiency bonus plus your Intelligence Modifier, and can administer them to a party member as a bonus action during combat, in the form of injection into a willing creature within 5 feet. You learn 2 of these formulae to start off, and learn an additional one at 6th, 10th, 14th, and 17th level. Finally, when you gain a level in this class, you may choose a formula you know and replace it with another formula.
Numb the Pain
Also at 3rd level, you learn how to create a powerful painkiller, and can quickly administer it to your party members during battle. As a reaction when an ally takes damage, you can move up to your speed towards them, and if you are within 5 feet, inject them with this painkiller, giving them temporary hit points equal to your character level. This movement does not provoke attacks of opportunity. Alternatively, you can administer this painkiller on your turn as a bonus action to yourself or a creature within 5 feet. You regain the use of this feature after a short or long rest. You gain an additional use of this feature per rest at 10th level, and again at 17th level.
Syringe Shooter
At 6th level, you gain the use of a simple, but wondrously effective invention of yours, known as a Syringe Shooter. As a bonus action, you can load a drug, or your painkiller, into the syringe shooter and make a ranged weapon attack at an ally or enemy within 100 feet. If you hit, the drug shoots forwards and the syringe empties itself into the creature, regardless of their willingness, and the effects of the drug take hold. If you shoot at a willing ally, you gain advantage on the attack roll.
Lab Rat
At 10th level, you have experimented on yourself so heavily with your drugs that you begin to reproduce the effects of one naturally. When you gain this feature, choose one formula you know. This formula now permanently affects you, as does it's side effects. You cannot change this choice after you have made it.
The Power of the Body
At 14th level, you realize the power of the body's natural healing process, and decide to try your luck at amplifying it. Your attempts are met with partial success, and now, as an action, you can spend 3 medicine points to administer an injection to yourself or an ally within 5 feet. For one minute, the creature gains a significant healing factor, and regains hit points at the beginning of its turn equal to your intelligence modifier.
Regrowth
At 17th level, you have figured out a way to bring the humanoid body to it's maximum potential. Over the course of an hour, you can spend 5 medicine points to perform a simple, incredibly stimulating, and incredibly painful procedure on a creature. During this hour, through injections, nerve stimulation, and thousands of microscopic incisions, you bring the body's natural healing factor to it's absolute maximum. After the procedure is over, any of the patient's severed body parts are restored; entirely and "naturally" regrown. This procedure also cures any disease, ailment, or status condition listed under the lesser restoration or greater restoration spells, as the body expels any toxins or other afflictions. However, as a result of the intensity of the procedure, the creature gains one level of exhaustion.
Drug Formulae
Below is each of the drug formulae that can be learned, along with their side effects. The side effects last for the same duration as the normal effects. These drugs each work by stimulating only the natural processes and chemicals of the body, rather than introducing new ones, as an alchemist would. Each of the prerequisites for any formula must be met before it can be learned. Additionally, the medicine point cost to make each of these during a long rest is also listed.
Anabolic Steroid
Medicine Point Cost: 2 points
When you administer this muscle stimulant to a creature, it's Strength score and Strength maximum immediately increase by an amount equal to your Intelligence modifier. This change lasts for one hour.
Side Effect: The creature's Constitution score decreases by an amount equal to your intelligence modifier.
Amphetamine
Medicine Point Cost: 2 points
When you administer this drug to a creature, it gains a hyper-focused mental state which provides advantage on all Wisdom (Perception), Dexterity (Acrobatics), and Intelligence checks to recall information, for one hour.
Side Effect: The creature's Charisma score decreases by an amount equal to your intelligence modifier.
Psilocin
Medicine Point Cost: 2 points
When you administer this psychedelic compound to a creature, it's Wisdom score and Wisdom maximum immediately increase by an amount equal to your Intelligence modifier. This change lasts for one hour.
Side Effect: Despite the creature's enhanced perception and insight into the world around it, Psilocin causes an inability to truly focus for long periods of time. You have disadvantage on constitution saving throws to maintain concentration, and any movement speed you have is reduced by 5 feet
Methylenedioxy-Methamphetamine (MDMA)
Prerequisite: 14th level
Medicine Point Cost: 4 points
When you administer this confidence-boosting, endurance-enhancing drug to a creature, it's Constitution score and Charisma score, as well as their maximums, increase by an amount equal to your Intelligence modifier.
Side Effect: The creature's decision making is hindered greatly, and it's Wisdom score decreases by an amount equal to your Intelligence modifier.
Cathinone
Prerequisite: 6th level
Medicine Point Cost: 2 points
When you administer this drug to a creature, it's need for sleep and rest is signifigantly reduced. For the next 4 hours, when the creature would take a short rest, they must rest for only 10 minutes to gain it's benefits. Additionally, the creature is immune to the exhaustion condition.
Side Effect: The creature's mood becomes irritable, angry, and aggressive, and they have disadvantage on all Charisma checks besides Charisma(Intimidation), and they must make a DC 13 Wisdom saving throw on each of their turns in combat or take the attack action.
Methadone
Prerequisite: 10th level
Medicine Point Cost: 3 points
When you administer this ridiculously powerful painkiller to a creature, it feels practically nothing from the injuries it might recieve in combat. The creature has resistance to all damage for ten minutes.
Side Effect: The creature's lack of ability to feel pain does not affect the injuries it actually receives. At the end of the duration of this drug, the creature takes all of the damage that it negated through it's resistances throughout the 10 minutes, regaining it's ability to feel pain all at once.
Benzodiazepine
Prerequisite: 6th level
Medicine Point Cost: 4 points
When you administer this muscle relaxant to a creature, it's ability to control and regulate it's muscle movements, as well as it's overall mental state, is slower but more precise. It's Dexterity score and maximum increase by an amount equal to your Intelligence modifier.
Side Effect: The creature's Strength score is reduced by an amount equal to your Intelligence modifier.
Diacetylmorphine
Medicine Point Cost: 2 points
When you administer this powerful depressant to a creature, you control the dose so that it puts the creature in a cataleptic state, indistinguishable from death. The creature seems dead to all outward inspection and to all spells used to determine the creature's status. The creature is incapacitated, blinded and it's speed drops to 0. It has resistance to all damage except psychic. At any time, you can administer a shot of adrenaline to the creature to reawaken it, otherwise, it wakes up from this state in 1 hour.
Side Effect: The creature takes one level of exhaustion upon awakening.
Bromantane
Prerequisite: 14th level
Medicine Point Cost: 4 points
When you administer this stimulant to a creature, it allows the creature to output much greater speed and power for a short period of time. For 10 minutes, the creature's speed is increased by 20 feet, and it's Strength score and maximum are increased by an amount equal to your intelligence modifier.
Side Effect: Due to pushing past their normal limits, the creature's own attacks injure them, nearly tearing muscle from bone with how hard they swing their weapons. For each attack the creature makes during the duration of the drug, they take 1d8 necrotic damage.
Pure Adrenaline
Prerequisite: 17th level
Medicine Point Cost: 5 points
This drug is administered through a thick-needled syringe that is plunged into the sternum of a creature with zero hit points, or that has died within the past minute. Upon the use of this drug on them, the creature revives if it was dead, and it gains one hit point. Additionally, the creature gains temporary hit points equal to their hit point maximum. These temporary hit points last for one minute.
Side Effect: After the creature loses its temporary hit points, it is again reduced to zero hit points, unless it was healed in any way during the minute after it was woken up.
Modafinil
Prerequisite: 10th level
Medicine Point Cost: 3 points
When you administer this cognitive stimulant to a creature, increases brain function and allows for greater memory recall and complex problem-solving. The creature's Intelligence score and Intelligence maximum increases by an amount equal to your intelligence modifier, and they have advantage on all Intelligence skill checks.
Side Effect: The creature's mental acuity while using this drug is very narrowly focused. As such, their intelligence comes at the cost of their awareness. The creature has disadvantage on all Wisdom(Perception) checks, and their Passive Perception score is reduced by 5.
Love
Prerequisite: 17th level
Medicine Point Cost: 5 points
Love is truly the most powerful drug that a creature can take, isn't it? But in all seriousness, this "Love" is a concentrated dose of dopamine, a chemical that increases overall happiness and well-being in the body. Due to such a concentrated amount being inserted into the body all at once, the creature feels absolutely invincible. Each of their ability scores, along with their maximums, increase by 2 for one hour.
Side Effect: Upon the chemical rebalancing of the dopamine levels in their body, the creature experiences a sadness and realization that none of their emotion was truly real. Each of the creatures ability scores decrease by 1 for an hour after the drug wears off.
Credits
Lead Designer/Producer: Garrett Gautreau
References: Player's Handbook
Editing/Proofreading: No one yet
Image Sources(In order): https://www.gmbinder.com/images/UqMnECu.png, http://dnd.wizards.com/sites/default/files/media/styles/hubpage_banner/public/images/large-background/03_HubHeroR_StarterArt_140722_Optimised_0.png?itok=igt3AwtW, http://www.dndadventure.com/wp-content/uploads/2017/03/potion.png, https://i.pinimg.com/originals/15/39/5a/15395abd1b0e8e70cd0a1e1fc378702d.png, https://media-waterdeep.cursecdn.com/attachments/0/699/c3monk1.png
The Apothecary is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
All of this text is being added so you can see this page in the PDF viewer. All of this text is being added so you can see this page in the PDF viewer. All of this text is being added so you can see this page in the PDF viewer. All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.All of this text is being added so you can see this page in the PDF viewer.