***Apothecary's Kit.*** This kit contains the necessary tools, chemicals and containers for the crafting of medicinal remedies or poisons from raw harvested materials. This includes supplies such as safety gloves, clippers, mortar and pestle, binding agents, distillation equipment, and a small cauldron. It also includes up to 8 containers for the safe storage and preservation of medicines or poisons created using the kit. Proficiency with herbalism kit and poisoner's kit let's you to add your proficiency bonus to any ability checks made to craft or identify medicines or poisons using this kit. \columnbreak ### Brewing Medicines In order to brew or prepare a medicine from raw materials using a herbalism or apothecary's kit, a character must use a full dose's worth of ingredients, spend 1 full hour, and make a DC 15 Intelligence check. A successful check provides a medicine of the desired effect (of which the ingredients are capable). An unsuccessful check expends the time and materials with the outcome often a useless vial of greeny-brown water. For every additional hour spent preparing a single dose of medicine, the DC is lowered by 1. Additional ingredients may be added to a concoction if they share an effect outcome with the primary ingredient. For every additional full dose's worth of an ingredient contributing to the preparation of a single dose of medicine, the DC is lowered by 1. ### Brewing Poisons In order to brew or prepare a poison from raw materials using a poisoner's or apothecary's kit, a character must use a full dose's worth of ingredients, spend 1 full hour, and make a DC 15 Intelligence check. A successful check provides a poison of the desired effect (of which the ingredients are capable). An unsuccessful check expends the time and materials with the outcome often an unfortunate case of unintentional self-affliction. For every additional hour spent preparing a single dose of poison, the DC is lowered by 1. Additional ingredients may be added to a concoction if they share an effect outcome with the primary ingredient. For every additional full dose's worth of an ingredient contributing to the preparation of a single dose of poison, the DC is lowered by 1. A target creature subjected to a poison made this way must succeed a Constitution saving throw equal to the DC used during the brewing process + 1 for every additional hour spent. If a poison would cause immediate damage to the target, that target takes half damage on a success and shrugs off all other effects. Ongoing damage does not effect a target who succeeds their save. The saving throw ability versus poisons made this way is Constitution regardless of whether the effect would ordinarily call on a different ability save. ## Available Feat ### Apothecary *Prerequisite: Proficiency with herbalism kit or poisoner's kit.* You are well versed in exploiting the properties of nature's flora and fauna. Any time you are brewing a medicine or poison with the use of a kit, you may choose to gain one of the following benefits: * While fulfilling the complete ingredient requirement of a medicine or poison, you take half the time usually necessary to brew each dose. * While taking the whole time necessary to brew a medicine or poison, you require half the usual amount of ingredients to brew each dose.