Contents
Playtest Material
This compendium of character options and alternative rules is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign, but not refined by design iterations or full game development. This compendium is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events or any other public D&D events.
Use this compendium by your own discretion and that of your Dungeon Master's.
Open for Feedback!
Hey there! See anything interesting in here? Of course, the content in this compendium is almost entirely playtest material, not quite a finished product, but you know the benefit of that? Well, you still get to playtest it!
As you might see, I try to continue updating this guide as often as I can, until I can get a final product available for use in most games. That being said, I am always taking commentary as to how to make it better.
If you have a suggestion: something to add, take away, modify, or just general feedback, all would be appreciated! Just make sure to contact me and I can take care of that! Or, if you just are confused about something and need some clarifying, you can ask any question you have as well!
So, for those of you with feedback, you can email me at aidantegm@gmail.com. Hope to hear from you with any questions, comments or concerns!
Updates
1/10/20
- Added the Apothecary class and subclasses
- Updated TOC
1/6/20
- Added "Updates" page
- Included "Playtest Material" note in TOC
- Included contact info in TOC
Introduction
The feeling of creating a character for the first time, putting all of your time, effort, and creativity into someone that can be truly alive in a beautifully crafted world. The grand adventures, exploration of strange imaginary lands, the battles with terrible monsters you'd have never seen before, the discovery of lost magical tomes and knowledge lost to man. The creation of a fictional world, one that you can immerse yourself in and others in, and create a story unlike anything any author or artist can make.
These are the elements I love so dearly about nearly every tabletop RPG game. The fact that you can create a story with your friends and family, and make something out of it, is something truly tremendous. There are several games out there that can do this, but D&D is where I really got started.
I remember my dad wanting to run something with my siblings and I, and 5th edition had just come out, so he bought the new core rulebooks. Soon after we were on a road trip across 2 states, a 14 hour drive, so I started reading up on the game's rules and character creation process. I created my character, a level 1 Elf-Ranger by the name "Alkada" (which I though was a cool Elvish name, but my dad thought sounded like the name of a terrorist), and I was excited to try things out.
It took a few months before we actually played our first, but I remember what happened almost exactly. My dad had been heavilly inspiring his adventure off of the D&D starter set, the "Lost Mine of Phandelver", and I remember starting off not knowing exactly what was going on, but going on anyways. I remember being hired to find a merchant, traveling through a forest, getting paralyzed by a giant spider, finding the leader of some goblins, and eventually narrowly escaping death and escaping the goblins' cave.
It wasn't my best experience, not one that I would rate as my favorite, but it did get me hooked on to D&D. I started a gaming club at my school later, and teamed up with another boy who I became close friends through organizing this club. He wanted to incorporate D&D meetings into the club, so we worked with one of the school's advisors and did so. I started playing a game run by my teacher called Maze Rats, and eventually I got into running games myself. I then remembered D&D, and thought that since I had enough experience, I should try running game through that instead.
I did a lot better then I expected, and people liked my games a whole more than I had anticipated. In fact, it got to the point where I was running a game at every meeting for a very long time.
After a while though, I wanted more. More variation, some additional rules, things that would games more interesting. I started looking for other sources, and then, I thought of making my own. I didn't know at the time that homebrewing was really a thing, but once I did, I was fascinated at the things others made. I decided to take inspiration off of what others made to make something of my own.
And this is what led to my first creation.
I wanted to create a new variation of the Monk Class, one that didn't use Ki. I thought that it should be possible for there to be monks that didn't use magic, either by choice or incapability. So, I started looking for something that could be used instead. Thinking that this monk, since it did not use ki, would focus more on their physical training, that the fighter would be a good place to look. I looked at the battle master archetype, and read about the martial maneuvers. I had read them before and knew they were there, but never realized what all they could do.I thought that maybe instead of using ki to power monk attacks, maybe the monk could use martial
maneuvers, something that would come to characters through hard work and training.
That is when the monk really started making progress. I started by first using the martial maneuvers, then I started replacing other ki-related abilities, with features from the fighter class, from the rogue class, and with some of my own creation. When it was finished, I was so proud; I had created something that was uniquely my idea, but with the inspiration and talents of others as well. I blended so many things together to make something new, and something that others could possibly use as well.
When that was done, I was feeling so successful and motivated, that I thought of other things. What if the monk class didn't use ki, because ki didn't exist, or wasn't discovered? What if magic in general was not used? How would that effect the world of D&D? I thought about it, and then I thought: what if I extended my efforts, not just to creating a nonmagical monk, but to making nonmagical classes?
I went to work right away. I started doing some research, seeing what others had done already in moving in such a direction already. I started making variants or finding replacements for each of the classes, making modifications to preexisting ones, and eventually, coming up with a grand collection of nonmagical classes. It was finished. All that was needed now was to find a way to share my creations with others, to let others use what I have discovered. That is the origin of this compendium.
Currently, this compendium is still a work in progress, with
Playtest Material
This compendium of character options and alternative rules is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign, but not refined by design iterations or full game development. This compendium is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events or any other public D&D events.
Use this compendium by your own discretion and that of your Dungeon Master's.
new additions being added as often as allowed. For now it will continue to grow until it finally becomes finished, and all will be able to have access to a resource that allows them to run and play games in a new setting that many have not yet explored: one without magic. And for those who want to stay in a magical multiverse, well, this compendium can simply be an addition, a source of optional classes and rules that can be used in any game by anyone.
Well, that preface was a bit lengthy I would say, but I hope this gives you a bit of extra insight on the reasoning behind this guide and it's true intentions. Thank you for taking interest, and thank you for your time in trying this out for a change. I hope you enjoy it.
-Aidan Payne
The Elder GameMaster
Part 1: Character Options
The main figures in any D&D campaign are the characters created by the players. These characters run the game, and make the game what it is. This being said, the game is centered on uniqueness and variety, as these two attributes lead to endless styles of gameplay. To accommodate this, the core books provide numerous options for character creation. However, in a world without magic, some character options presented in the Player's Handbook are regarded as void, since they would not work.
So, rather than just cut out the beautiful character options made by their creators, this chapter provides a variety of new options for them, focusing on additional or modified races, classes, subclasses and backgrounds for each of the character options in the Player’s Handbook.
Throughout this chapter, new, modified, or existing options are presented for player use in a setting without magic. The chapter will begin by presenting races to use, followed by classes, and at the end of the chapter, some new backgrounds will be presented.
Chapter 1
Races
Races are the different being that make up the world of D&D. These people, for example, can be humans, gnomes, elves and more. Each of these races often makes up a different culture and occupy a different part of the world than other races, but some may mingle with other races to create unique, blended cultures.
However, regardless of where one comes from, their race provides unique features, different from others. For example, dwarves are naturally built to work in rocky, mountainous areas, and so they are naturally built tougher and with an ability that lets them see better in the dark. Another example could be the human. Humans are often one of the most common races in D&D, and usually the most spread out ones. Because of that, humans are extremely adaptable and meldable. They are often fast learners, and can specialize in almost any area.
The races mentioned can be found in the Player's Handbook, and each of the races presented in this section can be found in this section as well. However, in order to accommodate a nonmagical setting, some have to be modified to fit in. The table below identifies each of the races and subraces in this book, and it can be used to reference and find what kind of race to look for in a character.
Races
Race | Subraces | Page Number |
---|---|---|
Dwarf | Wild | 5 |
Elf | High (revised), Drow (revised) | 5 |
Halfling | Tallfellow | 6 |
Human | ─ | 6 |
Dragonborn | ─ | 7 |
Gnome | Forest (revised), Deep Gnome | 7 |
Dwarf
The base build for the Dwarf, found in the Player's Handbook, can be kept within a nonmagical campaign. However, an interesting new addition that you may find useful is the Wild Dwarf, found below.
Wild Dwarf
Wild dwarves, who call themselves “dur Authalar” (the People), are primitive inhabitants of Chult and the deep jungles of the realms. They have largely rejected the culture of their cousins, choosing instead to live in hunting bands with ever-shifting memberships. Dur Authalar have more in common with the beasts of the jungle than they do with their dwarven kin, viewing life as an endless hunt and each day a struggle to kill or be killed. Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serves as adequate clothing.
Altered Base Statistics. Wild Dwarves do not gain the Stonecunning or Tool Proficiency traits. They have left the crafting and smithing aspects of dwarven life behind.
Ability Score Increase. Your Strength and Wisdom scores each increase by 1.
Wild Training. You are proficient with the poison kit, nature skill, and blowgun.
Slick Skin. If you are wearing a salve for insect repellent or at least 1/10 of a flask of oil, and you are not wearing armor, you have advantage on attempts to escape a grapple.
In addition, you can use your action to make a DC 15 sleight of hand check to escape from nonmagical restraints, such as manacles or a rope bound around your limbs.
Toughened Resillience. You have advantage on saving throws against disease.
Elf
The base build for the Elf, found in the Player's Handbook, can be kept within a nonmagical campaign. However, in such a setting, the High Elf and Drow subraces must be modified. Their revised versions can be found below.
High Elf (revised)
As a High Elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of High Elves. One type (which includes the Gray Elves and Valley Elves of Greyhawk, the Silvanesti of Dragonlance, and the Sun Elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to Non-Elves and even other Elves. The other type (including the High Elves of Greyhawk, the Qualinesti of Dragonlance, and the Moon Elves of the Forgotten Realms) are more common and more friendly, and often encountered among Humans and other races.
The sun Elves of Faerûn (also called Gold Elves or Sunrise Elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon Elves (also called Silver Elves or Gray Elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Scholarly Educated. You are proficient in either the Arcana or History skill.
Extra Language. You can speak, read, and write one extra language of your choice.
Dark Elf (Drow, revised)
Descended from an earlier subrace of dark-skinned Elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called Dark Elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most Elves.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Nimble and Stealthy. You are proficient in either the Acrobatics or Stealth skill.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Extra Language. You can speak, read, and write Undercommon
Halfling
The base build for the Halfling, found in the Player's Handbook, can be kept within a nonmagical campaign. However, an interesting new addition that you may want find useful is the Tallfellow Halfling, found below.
Tallfellow
Tallfellow Halflings are the descendants of a mixed-elf bloodline. They are slightly taller than their cousins, averaging a little over 4’ in height. Tallfellows are even more slender and light- boned however, weighing little more than theaverage Lightfoot. They enjoy the company of elves, and most Tallfellow villages will be found nearby populations of sylvan folk, with a flourishing trade between the two peoples.
Ability Score Increase. Your Intelligence score increases by l .
Schooled Language. Tallfellows spend years studying their elven heritage and reading old works. You can speak, read, and write Elvish.
Honed Shooter. You gain proficiency in slings and spears. When using a sling or spear, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Keen Senses. You have proficiency in the Perception skill.
Human
The base build for the Human, found in the Player's Handbook, can be kept within a nonmagical campaign. However, the interesting variant build found below may be something that can possibly be used.
Human Variant
Instead of the PHB variant Human traits, you may replace the standard Human’s Ability Score Increase with all of these traits.
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1 each.
Human Versatility. You gain proficiency with one set of tools, one melee weapon, and one simple or special ranged weapon. You can speak, read, and write one extra language of your choice.
Inborn Prowess. Many humans are trained to excel in one role. Choose one of your skill proficiencies and one of your proficiencies with a set of tools or an instrument. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. The skill or tool you choose must be one that is not already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
The following are Variant Human templates based upon the ethnic groups listed in the PHB.
CALISHITE
Descended from the slaves of genies, these desert folk inhabit the sands of Calimshan.
Tool & Expertise. Potter's tools, Perception
Weapons. Scimitar, Shortbow
Language. Elven
CHONDATHAN
A very common ethnicity, who traveled the land and sea in early days to settle across the world.
Tool & Expertise. Navigator's tools, Intimidation
Weapons. Longsword, Net
Language. Dwarven, Goblin or Orc
DAMARAN
Damarans have endured hardships and ancient terrors, and they lean towards moral absolutes.
Tool & Expertise. Cartographer's tools, Religion
Weapons. Spear, Light Crossbow
Language. Dwarven
ILLUSKAN
The raiders of the north seas, Illuskan culture is home to sailors, skalds, and runic magic.
Tool & Expertise. Navigator’s Tools, Survival
Weapons. Battleaxe, Light Crossbow
Language. Dwarven or Giant
MULAN
The Mulan have dominated the eastern shores with their affinity for spellcasting.
Tool & Expertise. Alchemist’s tools, Arcana
Weapons. Quarterstaff, Shortbow
Language. Elven or Sylvan
RASHEMI
Rashemi are tough, sturdy, northlanders who pride themselves on martial ability.
Tool & Expertise. Leatherworker's tools, History
Weapons. War Pick, Net
Language. Primordial
SHOU
The Shou have passed down ancient eastern traditions that govern much of their culture.
Tool & Expertise. Calligrapher's tools, Insight
Weapons. Shortsword, Shortbow
Language. Elven
TETHYRIAN
Tethyrian culture tends to be a melting pot of other cultural ideas that have been assimilated.
Tool & Expertise. Smith's tools, Athletics
Weapons. Longsword, Shortbow
Language. Draconic, Dwarven, or Elven
Dragonborn
The base build for the Dragonborn, found in the Player's Handbook, can be kept within a nonmagical campaign. However, presented below is an interesting and more realistic variant build that can possibly be used.
Dragonborn Variant
You can choose one of the following Breath Weapon effects. Alternatively, at the time of character creation you can choose to keep the ordinary Breath Weapon effect; if you do so, you can activate your breath weapon bonus action instead of as an action.
Black / Copper Breath
Your breath weapon is a 5 by 30 ft. line (Dex. save) which deals Acid damage. If a creature fails its saving throw by 5, it also is corroded by your acid. At the end of each of its turns, the target repeats the saving throw. It takes 1d4 acid damage on a failed save, and the effect ends on a successful one. If the creature fails 3 saves consecutively, it is also blinded until it succeeds a saving throw.
Blue / Bronze Breath
Your breath weapon is a 5 by 30 ft. line (Dex. save) which deals Lightning damage. If a creature fails its saving throw, it can't take reactions until the start of its next turn. If there is only a single creature in your line, and that creature fails its saving throw by 5, it is also stunned until the start of its next turn.
Brass / Gold / Red Breath
Your breath weapon is a 15 ft. cone (Dex. save) which deals Fire damage. If a creature fails its saving throw by 5, the creature (or a part of it) also lights aflame. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 1d6 fire damage on a failed save, and the effect ends on a successful one.
Green Breath
Your breath weapon is a 15 ft. cone (Con. save) which deals Poison damage. If a creature fails its saving throw by 5, it is also poisoned. At the end of each of its turns, the target repeats the saving throw. The effect ends on a successful one.
Silver / White Breath
Your breath weapon is a 15 ft. cone (Con. save) which deals Cold damage. If a creature fails its saving throw by 5, the creature is covered in a frost, and their movement speed is reduced by half. At the end of each of its turns, the target repeats the saving throw. The effect ends on a successful one.
Gnome
The base build for the Gnome, found in the Player's Handbook, can be kept within a nonmagical campaign. However, in such a setting, the Forest Gnome subrace must be modified. It's revised version can be found below. Additionally, an interesting new addition that you may find useful, the Deep Gnome, can be found below
Forest Gnome (revised)
As a Forest Gnome, you have a natural knack for an inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using camouflage and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest Gnomes tend to be friendly with other good-spirited woodland folk, and they regard Elves and good Fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
Ability Score Increase. Your Dexterity score increases by 1.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Deep Gnome
Deep Gnomes survive in domains that are populated by dangerous foes. The two most hated by the Deep Gnomes are the Kuo-Toa and the Dark Elves, who continually seek to drive these Gnomes from territory they consider rightfully theirs.
To escape from the threats of the Underdark, Deep Gnomes have developed many ways to stay hidden in the cavernous darkness. Their skin is rock-colored, most often brown or gray. Their eye color is always a shade of gray, sometimes so dark as to be almost black.
Ability Score Increase. Your Dexterity score increases by 1.
Superior Darkvision. Your darkvision increases to 120 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Extra Language. You can speak, read, and write Undercommon.
Chapter 2
Classes
Classes, unlike races, are the different occupations and specializations of adventurers within the world of D&D. These classes, the different cuts of adventurers, include the bard, the fighter, the rogue and more, and each class may be selected by anybody of any race. Each of these classes specialize in their own area of expertise, excelling in support, combat, healing; the possibilities of these classes are virtually endless, and often adventurers pick up skills from other classes as well and improve themselves and create something of their own.
However, though many classes may share some similarities, whether these be in combat or general improvement, each class holds their own certain features that benefit adventurers in their own, unique ways.
Classes
For example, those who take up the Barbarian class become strong fighters, excelling in combat and thriving in the wilds of nature. Those who take of the Ranger class learn to hunt monsters and other threats to civilization, and become excellent hunters and fighters when it comes to tracking and eventually taking down their foes.
Most of the classes mentioned in this chapter can be found in the Player's Handbook, along with several new class additions to use in a nonmagical setting. Some of these classes seem strange and foreign, but they can become vital in a world without magic to heal, sneak, or just keep in some of the same elements presented from their original classes. The table below identifies each of the classes and subclasses in this book, and it can be used to reference and find what kind of race to look for in a character.
Class | Subclasses | Page Number |
---|---|---|
Alchemist | Bomber Expertise, Poisoner Expertise, Medical Expertise | 9 |
Apothecary | Order of the Thorn, Order of the Flower, Order of the Fang | 20 |
Bard | College of Lore, College of Valor, College of Melody | - |
Barbarian | Path of the Berserker, Path of the Wild, Path of the Iron Heart | - |
Fighter | Champion, Battle Master, Houndmaster | - |
Monk | Path of the Kensei, Path of the Shadow, Path of the Warrior | - |
Physician | Apothecary, Surgeon, Virologist | - |
Ranger | Beast Conclave, Hunter Conclave, Stalker Conclave | - |
Rogue | Thief, Assassin, Surgeon | - |
Scholar | Physician, Politician, Tactician | - |
Warden (?) | Man-at-Arms, Primal Champion, Prime Focus | - |
Alchemist
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.
The dwarf tosses his broken axe aside to produce a bottle of clear syrupy liquid. Uncorking the potion, he pours it down the throat of a fallen compatriot, and watches as his friend's wounds are quickly healed.
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.
Alchemists are beings of great knowledge, using their expertise to create and modify potions, concoctions, and elixirs for a variety of purposes. These workers are known for their constant experimenting and persistence in getting their formulas perfect, so that they might use them for whatever purpose necessary.
Master of Science
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative powers.
The Secrets of Alchemy
The alchemist's reputation is not softened by his exuberance (some would say recklessness) in perfecting his magicesque extracts and potion-like creations, infusing these substances with powers derived from natural resources, such as herbs and stones. Nor is it mollified by the alchemist's almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
Creating an Alchemist
Alchemists are the masters of Chemistry in the world. Chemistry is the mixing of substances both benign, and volatile; using chemical elements and many other reagents. Alchemy isn't approached as a mystical science by the D&D alchemist, but rather a science that can be used to heal and destroy.
The Alchemist
Level | Proficiency Bonus | Features | Alchemist Die | Formula |
---|---|---|---|---|
1st | +2 | Alchemy | 1d4 | - |
2nd | +2 | Advanced Formula | 1d4 | 2 |
3rd | +2 | Alchemical Specialty | 1d4 | 2 |
4th | +2 | Ability Score Improvement | 1d4 | 3 |
5th | +3 | Mutagen | 2d4 | 3 |
6th | +3 | Potency | 2d4 | 4 |
7th | +3 | Alchemical Specialty feature | 2d4 | 4 |
8th | +3 | Ability Score Improvement | 2d4 | 5 |
9th | +4 | Reformulation | 2d4 | 5 |
10th | +4 | Mutagen Improvement | 2d4 | 6 |
11th | +4 | Alchemical Specialty feature | 3d4 | 6 |
12th | +4 | Ability Score Improvement | 3d4 | 7 |
13th | +5 | Analyze | 3d4 | 7 |
14th | +5 | Alchemical Specialty feature | 3d4 | 8 |
15th | +5 | Mutagen Improvement | 3d4 | 8 |
16th | +5 | Ability Score Improvement | 3d4 | 9 |
17th | +6 | Alchemical Specialty feature | 4d4 | 9 |
18th | +6 | Perfected Basics | 4d4 | 10 |
19th | +6 | Ability Score Improvement | 4d4 | 10 |
20th | +6 | Magnum Opus | 4d4 | 11 |
Did you serve an apprenticeship, studying under a master, following the more experienced Alchemist until you were ready to strike out on your own? Were you fascinated by the mysteries of the Universe and sought to find them out on your own through the self study of Alchemy? Perhaps you joined an university, or you were a runaway, and an alchemist took you in?
Quick Build
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution, or Dexterity if you plan on following the Bomber Expertise or Poisoner Expertise. Secondly, choose the Alchemist's Apprentice background.
Class Features
As a class_name, you gain the following class features
Hit Points
- Hit Dice: 1d8 per alchemist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st.
Proficiencies
- Armor: Light and Medium armor
- Weapons: all simple weapon
- Tools: alchemist’s supplies, Herbalism kit, and Poisoner’s kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from arcana, deception, medicine, nature, perception, survival, preception, and slight of hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) leather armor and two daggers or (b) Scalemail, a light crossbow and 20 bolts
- (a) a scholar's pack or (b) an explorer's pack
- an alchemy bag and a formula book
Alchemy
So long as you have your alchemist bag and at least one free hand you can quickly create the most basic of alchemical concoctions. The reagents used to make these basic concoctions are negligible and, like the components used in spell crafting, don't need to be tracked directly.
For the purposes of creating alchemical concoctions your alchemy die is 1d4 and if a save is required use:
Alchemy Save DC
your alchemy die increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
You can do any of the following:
Bomb
As an action you mix liquid catalyst and an activating agent to create a small bomb and then throw it before it explodes.
Bombs you create count as finesse, thrown weapons that you are proficient in with a range of (20/60) and do your alchemy die plus your Intelligence modifier in fire damage to the target hit. Any creature in a 5 foot radius of the target excluding the target itself must make a Dexterity saving throw or take your alchemy die in fire damage.
You may choose to throw the bomb into an empty spot within range without attack roll.
Poison
As an action you apply some of the more poisonous chemicals in your pack to a weapon or 3 pieces of ammunition. When a creature takes damage from this weapon they must make a Constitution save or take your alchemy die in poison damage.
This poison lasts for 1 minute before becoming inert.
Medicine
As an action you quickly mix a pain killing medicine from the supplies in your bag pull it into a syringe and either take it yourself or inject a willing creature within reach.
A creature that is injected with this medicine gains your alchemist die in temporary hit points for 1 minute.
Identify
Also at 1st level, you can identify any potion or other alchemical creation by spending 1 minute examining it. This grants you its effects and proper use but not its history or the formula to create it.
Advanced Formula
At 2nd level, you have begun filling your formula book with your ideas on how to improve your alchemical creations. Choose two formula from the Advanced Formula list at the end of this class description and add them to your formula book. You gain an additional formula at every other Alchemist level.
Unless otherwise stated in the formulas description you must prepare the chemicals in the formula before use. This takes 1 uninterrupted minute with your alchemy bag and formula book and last 24 hours before they must be reprepared.
Most formula require rarer or more expensive reagents, as such they will cost a number of reagent points to prepare. You have a number of reagent points equal to your alchemist level + your Intelligence modifier (minimum 1). You regain all expended reagent points after a long rest.
Alchemical Specialty
At 3rd level, you have begun to focus your alchemy studies into a more specific field of your choice: Bomber, Healer, or poisoner each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 17th level.
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.
Mutagen
At 5th level, you have discovered how to create a terrible, wonderful potion that twists your body and mind to give you bestial power.
As part of a long rest you can create a single bottle of mutagen during which you should choose one ability score from Strength, Dexterity, or Constitution which this mutagen will effect.
When drunk by you the mutagen causes your body to become bulkier and more bestial granting you twice your alchemy die in temporary hitpoints and increasing the chosen ability score by 4. It also reduces another ability score by 2, if you chose Strength it reduces Intelligence, if you chose Dexterity it reduces Wisdom, if you chose Constitution it reduces Charisma.
These effects last 10 minutes before fading.
The mutagen is balanced to work on your own particular biology and as such will have no effect on any other creature.
If not used the mutagen loses potency after 24 hours and must be reprepared.
At 10th level your mutagen also increases your AC by 1 and your movement speed by 15 feet. At 15th level you can create 2 doses of mutagens during your long rest instead of 1.
Potency
At 6th level, when a creature succeeds on a saving throw against your bombs area of effect or your poison damage they take half damage instead of none.
Additionally you can add your Intelligence modifier to the temporary hitpoints gained from your medicine.
Reformulation
At 9th level, you know the way your concoctions react and interact so well that you can change their properties on the fly. As an action on your turn you can change one of your prepared advanced formula to a different formula or combination of formulas of your choice with a regent cost equal or less than the originally prepared concoction.
You can use this feature a number of times equal to your Intelligence modifier and regain expended uses at the end of a long rest.
Analyze
At 13th level, you have an intuitive grasp of the ratios that determine how a creature will respond to you concoctions and can subtly adjust your formula to compensate. On your turn as an action you can scan a creature you can see for the next ten minutes the creature has disadvantage on rolls against your alchemy save. You can only use this effect on one creature at a time.
Perfected Basics
At 18th level, all alchemy die increase by one step, so d4's become d6's, and d6's become d8's.
Magnum Opus
At 20th level, you can select one of the Great Works at the end of the advanced formula list and add it to your formula book.
Alchemical Expertise
As a scientist, of a kind, you must choose an element of your field to study in more detail. Until now you have been learning the basics picking up what you could from books or tutors but now at 3rd level you begin to define your own personal style.
Bomber Expertise
Your interest lies in the more volatile and dangerous elements of your study. You have a talent with bombs of all variety. Loud, powerful, dangerous, shock, and awe are just a few of the words that describe your style of alchemy.
Explosive Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your bombs.
Additionally, you have advantage on saving throws to avoid damage from your own bombs.
Bomb Toss
At 7th level, you have far more practice placing bombs exactly where you want them. Range for thrown bombs doubles to 60/120. You can also choose one creature within the radius of the bomb to grant advantage on the save to avoid damage as you position the bomb to protect them.
Extra Bomb
At 11th level, you can attack twice instead of once, whenever you take the attack action on your turn so long as one or both of the attacks is with a bomb.
Frugal Explosives
At 14th level, you can reduce the total reagent point cost of any bomb based concoction by 2 to a minimum of 1.
Mad Bomber
At 17th level, you trust your ability to walk away from your own explosions and by guiding by hand the explosive to its target you can ensure it finds its target. As an action on your turn you can set off one of your bombs at point blank range towards a creature within 5 feet. The radius of the bomb is ignored and it only effects you and the targeted creature. You may add your Intelligence modifier on top of your Dexterity on this save. The target makes the save at disadvantage. Any damage from this attack to the target is maximised. For example if it would do 4d6+5 it instead does 29 damage to the target.
Medical Expertise
You prefer the more beneficial and noble side of your field. Alchemy can be used to help people prevent pain and save lives. weather your a straight laced professional type or a grizzled battlefield medic is secondary to your dedication to helping other.
Medical Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your medicine.
Additionally, your movement speed increases by 10 feet while moving towards a friendly creature who is below half health.
Defender of the Needy
At 7th level, You are experienced at administrating aid in the midst of combat and can keep an eye out on your patients behalf while doing so. When you use your medicine on a creature, besides yourself, until the beginning of your next turn if that creature becomes the target of an attack you can use your reaction to impose disadvantage on the attack roll.
Practiced Healing
At 11th level, whenever you roll dice to determine how many hit points or temporary hit points will be regained from your medicine, if the number on any die rolled is a 1 or a 2 you may choose to reroll them and you must take the new roll.
Frugal Medicine
At 14th level, you can reduce the total reagent point cost of any medicine based concoction by 2 to a minimum of 1.
Chemical Resuscitation
At 17th level, you can prepare a life restoring medicine under the normal rules for preparing advanced formula. This costs 5 reagent, this price cannot be reduced. When used as an action this works as the revivify spell but with no material cost. You cannot have more than one of these concoctions prepared at a time.
Poisoner Expertise
Many alchemical solutions are harmful to the mortal body just by incident. You have interest in these harmful qualities refining and and perfecting them to make the most deadly poisons possible. Death and sickness is your domain and only the hardiest beings can survive your ministrations.
Poison Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your poisons.
Additionally, you have resistance to poison damage and advantage on saves to resist poison.
Applied Toxin
At 7th level, you can slip your poisons into drinks or food as an action (the DM may require a Dexterity(Slight of Hand) check to do this unnoticed). They are colorless and tasteless when used in this way and if closely investigated requires a Intelligence(Investigation) check versus your alchemy save DC to detect.
Additionally, applying your poison to weapons or ammunition can now be done as a bonus action and applies to 6 pieces of ammunition.
Lasting Potency
At 11th level, the effects of your poisons last for twice as long.
Your basic poison now, if the target fails their initial saving throw, requires a second saving throw at the end of the targets following turn on a failure they take your alchemy die in poison damage again.
Frugal Poison
At 14th level, you can reduce the total reagent point cost of any poison based concoction by 2 to a minimum of 1.
Necrosis
At 17th level, your familiarity with causing harm has acquainted you with the negative energy that is released by death and undead. When applying a poison you may choose to have it do necrotic damage rather than poison. If you do, any humanoid that dies by this poison raises as a zombie on their next turn under your control for 1 hour.
Advanced Formula
If an advanced formula has prerequisites, you must meet them to learn it. You can learn the formula at the same time that you meet its prerequisites.
Each formula applies to a bomb, poison, or medicine which will be listed with it. If its listed as "unique" it takes a form described in the formula description instead.
Formulas are listed in alphabetical order, separated by the types listed with them.
Blasting Powder
Bomb
For 3 reagent points your bombs blast radius increases by 10 feet.
This formula can be applied more than once.
Demolition Charge
Bomb
For 2 reagent point your bomb sticks to any surface it is placed against, requiring a Strength save to remove. The bomb does double damage to structures.
Elemental Casing
Bomb, Prerequisite: Modular Casing
For 2 regent point, before throwing decide if the bomb will do Acid, Cold, Lightning, or Thunder damage instead.
Fire Bomb
Bomb
For 1 reagent point your bomb covers the ground within its radius in flaming oil. The flames last your Intelligence modifier turns and deal 1d6 fire damage to any creature that ends their turn in the flames.
Flash Bomb
Bomb
For 2 reagent point your bomb flares with brilliant light. All creatures that were hit by this bomb directly or who failed this bombs saving throw and can see the explosion are blinded for your Intelligence modifier turns.
You may choose to make this as a non-lethal bomb that deals no damage.
Grease Bomb
Bomb
For 2 reagent point your bomb coats the area inside its radius with a layer of alchemical lubricant. The area is difficult terrain for your Intelligence modifier rounds.
Long Fuse
Bomb
For 1 reagent point you delay the explosion of your bomb by a number of rounds up to your level of your choice. The Bomb will go off at the beginning of your turn that number of turns later.
Note that this means other creatures could pick up or throw back a bomb that hasn't gone off yet.
Modular Casing
Bomb
For 1 reagent point you prepare your bomb in such a way that you can quickly switch out their casing. Before throwing decide if the bomb will do fire, bludgeon, piercing, or slashing damage.
Smoke Bomb
Bomb
For 2 reagent points your bomb can release a cloud of obscuring smoke. The smoke fills the radius of the bomb, the area is considered heavily obscured. It lasts for your Inteligence modifier rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You may choose to make this as a non-lethal bomb that deals no damage.
Stable Explosive
Bomb
For 2 reagent points your bomb is stable enough to be used by a non-alchemist. Instead of being prepared as part of your attack this bomb is ready for use immediately after its prepared and can be used by anyone as an attack action.
Stun Bomb
Bomb
For 2 reagent point your bomb produces a loud bang that can be heard 300 feet away. All creatures that were hit by this bomb directly or who failed this bombs saving throw are stunned until the end of their next turn.
You may choose to make this as a non-lethal bomb that deals no damage.
Web Bomb
Bomb
For 3 reagent points your bomb incorporates a stringy adhesive that fills the bombs radius when it explodes.
Each creature that failed the saving throw for this bomb is Restrained. A creature Restrained by this effect can use its actions to make a Strength check against your Alchemy save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any restrained creature can be set alight dealing 2d4 fire damage to them but freeing them from the web.
You may choose to make this as a non-lethal bomb that deals no damage.
Depressant
poison
For 3 reagent points a creature that fails the saving throw for this poison gains 1 level of exhaustion.
Fear Toxin
poison
For 2 reagent points a creature that fails the saving throw for this poison is frightened of you for your Intelligence modifier turns. The target can repeat the save to end the effect at the end of each of its turns.
Knight's End
poison
For 3 reagent points a creature that fails the saving throw for this poison has their AC reduced by 2 for your Intelligence modifier rounds.
Lock Joint
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on their next Dexterity saving throw made in the next minute.
Mage Bane
poison
For 2 reagent points your poison is mixed with a simple irritant that is sufficiently distracting to make spellcasting difficult. A creature that fails the saving throw for this poison must make a Constitution saving throw before casting any spell of 1st level or higher, if they fail the spell fails losing their action but not their spell slot.
Miasma
poison, Prerequisite: Smoke Bomb
For 2 reagent point in addition to the cost of the smoke bomb and poison you can combine the two distributing your poison in the cloud of smoke. Any creature that enters the cloud for the first time or who end their turn in the cloud is affected by the poison as normal.
Mind Fog
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on its next Intelligence or Wisdom saving throw made in the next minute.
Paralytic
poison
For 3 reagent points your poison paralyzes your target on a failed save. They can make a new saving throw at the end of each of their turns. paralysis end after your Intelligence modifier rounds or until they succeed the save.
Stable Poison
Poison
For 2 reagent points your poison is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this poison is ready for use immediately after its prepared and can be applied to a weapon by anyone as an action.
True Poison
poison
For 1 reagent point your poison also applies the poisoned condition on a failed save. This effect lasts your Intelligence modifier rounds, the target can make a new save at the end of each of their turns to end the effect early.
Weakness Poison
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on their next Strength or Constitution saving throw made in the next minute.
Cellular Regenerative
medicine
For 4 reagent points your medicine continues to heal after its initial application. At the beginning of each of their turns the target regains 1d4 hitpoints for your Intelligence modifier rounds.
Clear Mind
medicine
For 2 reagent points a creature affected by this medicine gains a bonus to their next Intelligence, Wisdom, or Charisma ability check made in the next minute equal to your Intelligence modifier.
Elemental Resistance
medicine
For 2 reagent points your medicine grants the effected creature resistance to one damage type of your choice from: Acid, Cold, Fire, Lightning, or Poison chosen when you create this medicine. This lasts a number of turns equal to your Intelligence modifier
Multiple resistances from this formula cant be stacked on the same creature. If a new one is applied the old one ends.
Healing Medicine
medicine
For 2 reagent points your medicine restores hit points rather than granting temporary hitpoints.
Hyper Stimulant
medicine, Prerequisite: 12th level
For 4 reagent points you turn your medicine into a powerful combat drug. This medicine when applied acts as the spell haste but with a duration of your Intelligence modifier rounds.
Improved Restorative Solution
medicine, Prerequisite: Restorative Solution
For 4 reagent points this medicine cleanses the body of the effected. End one disease or condition from: blinded, deafened, paralyzed, poisoned, charmed, or petrified. Or reduce the targets exhaustion level by one.
Restorative Solution
medicine
For 2 reagent points this medicine cleanses the body of the effected. End one disease or condition from: blinded, deafened, paralyzed, or poisoned.
Stable Medicine
Medicine
For 2 reagent points your medicine is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this medicine is ready for use immediately after its prepared and can be used by anyone as an action.
Stim
medicine
For 2 reagent points a creature affected by this medicine gains a bonus to their next Strength, Dexterity, or Constitution ability check (including attacks) made in the next minute equal to your Intelligence modifier.
Grow Homunculus
unique
For 2 reagent points you spend 1 hour using a bit of your own flesh, alchemically treated, to produce a Homunculus (statistics on page 188 in the Monster Manual). This Homunculus obeys all your commands and you control it directly in combat. You count as its master for the purposes of its Telepathic Bond ability.
The Humunculus becomes a lifeless hunk of clay and ash after 24 hours unless you spend 1 minute at the begining of each day applying 2 reagent points worth of alchemical supplies to it. You can never have more than one Humunculus active at a time.
Simple Toolkit
unique
You know a series of simple tricks and useful tools that can be made from your alchemy supplies. You may do any one of the below for one reagent point which you immediately regain when the effect ends.
- Light Vial- As an action you mix a luminous concoction that sheds bright light in a 15 foot radius and dim light for an additional 15 feet. This effect lasts 1 hour or until the vial is broken, which you can do as a bonus action.
- Fire Starter- As an action you splash a slower burning version of your explosives onto a surface to instantly set it alight. this fire is the equivalent to a lit torch or small campfire. This flame lasts 1 hour or until you put it out chemically as an action. Can be used to light other fires.
- Bang Brew- As an action you mix a potion that decompresses with a loud bang that can be heard within 300 feet. Great for a signal or alarm. Activates if not carefully handled.
- Aromatic- As an action you can reproduce any non-harmful, non-magical, scent you remember.
- Adhesive- As an action you stick two surfaces together, requiring a Strength(Athletics) check vs your Alchemy save DC to separate. Lasts 1 hour or until you separate them chemically as an action.
- Purify- Over 1 minute you can remove all diseases and poisons from up to 1 gallon of water or 10 pounds of food. You regain your reagent point immediately after you finish treating the food and water.
Soften Stone
unique
For 1 reagent point you create a solution that makes solid stone as soft as clay or loose soil. By spending 1 minute applying the solution to up to 5 cubic feet of stone turning it soft enough to be shaped or dug through by hand.
Transmute Materials
unique
For 1 reagent point you create a flask of transmuting solution. You can spend 1 minute applying this solution to an object made entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation lasts 1 hour unless reapplied. You can transmute up to 1 cubic foot of material in this way per flask of solution used.
Fission
Great Work, Prerequisite: Magnum Opus, Bomber Expertise
You have transgressed against the universe, unraveling the underpinning connections between energy and matter transmuting one into the other. In a fit of dark inspiration you have created the plans for the ultimate bomb, capable of destroying cities in a horrible flash.
By working on these plans for 60 hours stopping only to eat and sleep the bare minimum to continue working, you create a device as large as a horse. When activated and after a predetermined period of time the device explodes in a flash of heat and light and force with a radius of nearly a mile.
This bomb has no damage or save. Any living thing that is not a god or of equivalent power dies outright and those on the periphery are so permeated with negative necrotic energies that they inevitably sicken and die over the next minutes or hours or days or years. Structures are leveled in a quarter mile of the bomb and turned to ruin beyond that. The land and water for miles around the devastation is rendered poisonous to all but the most hardy of life.
No life of piety or act of good will ever absolve you of this sin and the gods will abandon you forever.
Panacea
Great Work, Prerequisite: Magnum Opus, Medical Expertise
The mortal body is a machine, every part of which you understand perfectly. By spending 1 hour and spending half your reagent points rounded down you create a vial of universal medicine. When consumed this potion gives the drinker perfect health and perfects their physical form. The drinkers hit points are restored to max, all status effect are removed, and their ability scores are brought up to 20, if not already higher, for 24 hours. At the end of the 24 hour period you are left with a deep hollow feeling as you realize how far from your perfect self you are.
Perfect Simulacrum
Great Work, Prerequisite: Magnum Opus, Humunculus
You have perfected the elements of alchemical theory that make up the human form, thereby you have extended the Humunculus formula to create a near perfect though mortally fragile copy of yourself.
By spending 8 hours of work in an alchemy workshop and all of your reagent points for that day, and then patiently caring for the resulting life-form over the next week while it grows, you create a copy of yourself with all the same ability scores, proficiencies, and class features (minus the Magnum Opus) as well as all of your memories but with max hit points equal to your Intelligence score.
The simulacrum is born with no equipment initially and you and it must share reagent points but are otherwise act independently. He promises not to try to supplant you, after all he IS you.
Philosopher's Stone
Great Work, Prerequisite: Magnum Opus
You have discovered how to synthesize the medium that interfaces the mortal soul with the physical realm and by extension have learned the much sought after formula to create the mythical Philosopher's Stone. You spend 12 hours in an alchemy workshop spending all available reagent points you create a philosophers stone attuned to your soul.
While your soul is attuned to the Philosopher's Stone you cannot die permanently. You never age and if you die by violence you reform after 1 week without your equipment in an adjacent empty space to the Philosopher's Stone in perfect health. Or, at least we have to assume its you that reformed from the stone.
True Transmutation
Great Work, Prerequisite: Magnum Opus, Transmute Materials
You have discovered that all matter is but different orderings of the same basic materials and you have grown quite good at changing that ordering. Once a day you can spend 10 minutes in a fully stocked Alchemy workshop turning 1 pound of living matter, stone, or any metal permanently into one of the other option.
Grand Mutagen
Great Work, Prerequisite: Magnum Opus You realize the secret of a superior type of mutagen, and can choose to create it instead of the regular kind whenever you create a mutagen.
The grand mutagen can sometimes be used by others. Anyone other than you who drinks it must make a Constitution saving throw against your alchemy save DC, as usual. On a failure, they become poisoned for 1 minute, but
on a success, they gain the abilities and hindrances of a standard mutagen. When you drink a dose of your grand mutagen, however, the effects are greater. You gain these effects in addition to those of your basic mutagen:
Thick Skinned. You add your Constitution bonus to your AC while wearing no armor or light armor.
Razor-Sharp Senses. You gain advantage on Wisdom (Perception) checks, and add your Wisdom bonus to your damage rolls when you making a ranged weapon attack.
Supreme Intellect. You add your Intelligence bonus to your damage rolls when making a melee weapon attack or an unarmed attack.
Swift Movements. You can make an additional attack as a bonus action whenever you take the Attack action on your turn.
All other details of the mutagen remain the same.
Apothecary
Humming to herself as she works, a wood elf is busy gathering herbs in the forest when she hears a sound in the bushes nearby. Looking to the plants for a sign, she gets a bad feeling of what is over there, and she sends her wolf companion to investigate.
Reading through his old and worn leather-bound journal, a forest gnome lifts his head when he hears a knock at the front door of his secluded cottage. At the door a prince from a nearby land stands, looking to purchase something, a poison, to take care of a personal vendetta. The gnome smiles as he procures a small chest holding his finest works.
A human is busy tending to a dying crop in one of the village's many farms when a small boy comes running to her, red in the face from exertion. Begging as he falls to his knees, the boy requests that she come at once to his father's house and heal him before it grows too late.
Apothecaries are herbalists, using plants and and other natural materials to create remedies and concoctions of all kinds to help others or themselves. They are skillful masters in creating remedies and poisons alike, and they find it their duty to use their skills to tend to mother nature and the wild.
Caretakers of the Natural World
Many people often compare apothecaries to alchemists, but this is where they all fall wrong. Apothecaries are strongly in tune with nature, viewing it as a friend and ally, and they spend much of their time wandering within it and attuning themselves to it. Though like an alchemist they use herbs and other materials to create concoctions, apothecaries do so to help protect and take and assist with nature, and make sure that others do as well.
Envoys of Nature
Nature is viewed upon by many in a variety of perspectives, some viewing it as beautiful and kind, others viewing it as cruel and unforgiving. In the end, nature is all of these, but many apothecaries tend to side with a certain side of nature, by aiding others or destroying the week. Whatever they choose to do, they see it as nature's will, and they are committed to fulfilling its motives.
Creating an Apothecary
When making an apothecary, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by an apothecary after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during a over-plentiful harvest or a serious drought, which was interpreted as a sign that becoming an apothecary was part of your character’s destiny.
Have you always been an adventurer as an apothecary, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
Quick Build
You can make an Apothecary quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose a background with either nature or medicine skill proficiencies. Third, choose the Order of the Thorn for more damage, or the Order of the Flower for more healing, or Order of the Fang for more of an animal connection.
Class Features
Your Class gains the following 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
- Armor: Light, medium (apothecaries do not wear metal armor)
- Weapons: Simple Weapons, Hand Crossbows (apothecaries prefer not to use metal weapons)
- Tools: Alchemist's Supplies and Herbalism Kit
- Saving Throws: Wisdom, Intelligence
- Skills: Choose three from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) two simple weapons
- (a) a hand crossbow and 20 bolts or (b) a shortbow and 20 arrows
- (a) leather armor or (b) hide armor
- an herbalism kit, alchemist's tools and an explorer's pack
Apothecary's Remedy
At 1st level, you choose a Natural Order to follow. Choose between Order of the Thorn or Order of the Flower, both are detailed at the end of the class description. Your choice grants you features at 1st level and again at levels 3, 6, 9, 13, and 15.
Beast Sense
Starting at 1st Level, you gain access to what is called a Beast Sense rating. This rating is used in several of your features, included at future levels. Your apothecary level determines the value of your Beast Sense rating, as shown in the Beast Sense column of the Apothecary table.
Friend of the Beasts
Beginning at 1st level, you can communicate and give simple orders to any beast with a Challenge Rating less than or equal to your Beast Sense rating, shown on the apothecary table. This feature acts as the Speak with Animals spell, but its effect is permanent. Additionally, you do not need to roll for a Persuasion check when attempting to persuade the beast.
The Apothecary
Level | Proficiency Bonus |
Features | Beast Sense |
---|---|---|---|
1st | +2 | Natural Order, Beast Sense, Friend of the Beasts, Poultices | 0 |
2nd | +2 | Tool Expertise, Forest Trail | 0 |
3rd | +2 | Natural Order Feature, Animal Companion, Companion's Bond | 0 |
4th | +2 | Ability Score Improvement | 0 |
5th | +3 | Verdant Fiends | 1/8 |
6th | +3 | Natural Order Feature, Beast's Defense | 1/8 |
7th | +3 | One With nature, Potency | 1/4 |
8th | +3 | Ability Score Improvement | 1/4 |
9th | +4 | Natural Order Feature, Natural Antivenom | 1/4 |
10th | +4 | Nature Walk | 1/2 |
11th | +4 | Photosynthesis | 1/2 |
12th | +4 | Ability Score Improvement | 1/2 |
13th | +5 | Natural Order Feature, Call Natural Allies | 1/2 |
14th | +5 | Grove Sovereign | 1/2 |
15th | +5 | Natural Order Feature, Nature's Sanctuary | 1 |
16th | +5 | Ability Score Improvement | 1 |
17th | +6 | Perfected Concoction, Chemical Resuscitation | 1 |
18th | +6 | Apothecary Master | 1 |
19th | +6 | Ability Score Improvement | 1 |
20th | +6 | Mother Nature | 1 |
Herbalism
At 1st level, you can create special herbal concoctions that have healing or destroying power comparable to some potions. You can spend 1 hour gathering herbs and preparing these herbal mixtures to create a number of such concoctions equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). As an action, you can choose to apply these mixtures to any willing creature (unless the creature is incapacitated or in some other way unable to make a decision). After 24 hours, any concoctions that you have not used lose their potency.
When preparing your concoction, you can choose to gather the herbs and materials for any of the following:
Poison
By gathering the herbs and materials for this option, you are able to create a poisoning toxic capable of harming creatures and temporarily impairing them.
Any time a creature ingests this poison or in some other way gets it inside of them, that creature must make a constitution save equal to 8 + your Proficiency Bonus + your Wisdom modifier, or else lose 1d4 hit points for every apothecary level you have (rounded up), and is poisoned for 1 minute. Creatures immune to the poisoned effect take no damage.
Medicine
By gathering the herbs and materials for this option, you are able to create a healing remedy, capable of aiding creatures in the natural healing process.
Any time you apply this medicine to a creature, that creature regains 1d4 hit points for every apothecary level you have (rounded up).
Tool Expertise
At 2nd level, double your proficiency bonus with the tools gained from this class. Use your Intelligence modifier for rolls with these tools when crafting.
Forest Trail
At 2nd level, your connection to the plants of the living world begins to awaken. Difficult terrain caused by plants of any kind now functions as normal terrain for you. Additionally, any areas of plants (such as grass or underbrush) within 10 feet of you function as difficult terrain for enemies. This increases to 15 feet at 6th level, 20 feet at 12th level, and 30 feet at 18th level.
Animal Companion
At 3rd level, you learn to use your connection to nature to create a powerful bond with a creature to serve as your companion.
With 8 hours of work and attuning with nature, you call forth an animal from the wilderness to serve as your faithful companion. This feature then acts as the find familiar spell, except that you may choose any beast with a challenge rating rating less than or equal to your Beast Sense rating to be your companion. However, your DM might pick an animal for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your companion shares your alignment, and you can determine it's personality traits, ideals, bonds and flaws in the backgrounds chapter.
You can only have one animal companion at a time.
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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
Verdant Friends
At 5th level, your bond with nature has given you the knowledge to glean signs and information from plants, through their formations, shape, and other tells which you know. You can now communicate with plants. This feature acts as the Speak with Plants spell, but its effect is permanent.
Animal Whisperer
By 6th level, you’ve learned how to gain insight and knowledge when handling certain animals. You have advantage on all Animal Handling and Insight checks made with beasts with a challenge rating less than or equal to twice your Beast Sense rating.
One With Nature
Starting at 7th level, your experimentation with herbs and different mixtures has given you insight as to how to create a body altering concoction, specific to yourself, that allows you to connect and become further entwined with nature.
At 7th level, vine-like patterns begin to emerge on your skin, as well as the appearance of leaves on parts of your body. You gain immunity to disease, and resistance to acid damage. Additionally, if you spend at least 4 hours in natural sunlight, you do not have to eat nor drink for that day.
Potency
At 7th level, when a creature succeeds on a saving throw against your poison damage or effects, they take half damage instead of none.
Additionally you can add your Intelligence modifier to the hitpoints gained from your poultices and healing potions.
Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage.
Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Quick Escape
Starting at 10th level, as a bonus action you may take the dash action.
Additionally, when you do so, you can choose to have your animal companion do the same using its reaction, and creatures can't make opportunity attacks against you or your companion.
Photosynthesis
Starting at level 11, you have learned how to further the effects of your One With Nature concoction. The vines and leaves gained from One With Nature provide you with healing. As long as you are exposed to the sun, you may roll 1d10 + your Wisdom modifier to restore HP. You can use this feature once per short or long rest.
Call Natural Allies
Starting at 13th level, you can call natural creatures from the terrain you're in to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Grove Sovereign
Starting at 14th level, your One With Nature concoction advances. Your body is able to now produce special berries, which are enough to sustain a creature for an entire day. This feature works as the goodberry spell, without expending any spell slots or providing any material components.
Your plant-like body also makes you more sensitive when attempting to detect harmful substances. This feature works like the detect poison and disease spell, however you do not have to expend any spell slots or material components.
In addition, you no longer age naturally, and are unaffected by magical aging.
Nature's Sanctuary
When you reach 15th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its Attack against you.
Perfected Concoction
At 17th level, when you use a Poison or Potion, you deal maximum damage or provide maximum healing instead of rolling.
Once you use this feature, you must finish a short or long rest before you can use it again.
Pinnacle Masterpiece
At 17th level, your experience in your particular field has allowed you to create a specialized concoction, specific to your area of expertise. To create this concoction, you must spend a long rest gathering plants materials using an herbalist kit. When used as an action, this concoction works as one of the following spells based on your specialization:
Order of the Flower: this concoction works as the Heal spell.
Order of the Thorn: this concoction works as the Harm spell.
Order of the Fang: this concoction works as the Dominate Beast spell.
These concoctions work the sames as their spells, but do not require any components or concentration. You may only have one of these concoctions prepared at a time.
Apothecary Master
At level 18, you have spent many hours making many replicas of your poisons or potions. You can now create a poison or potion as a bonus action. You may do this once per encounter.
Mother Nature
Starting at 20th level, you have finally perfected your One With Nature concoction so that it can alter both mind and body, causing you to become fully entwined with nature. You gain resistance to psychic damage.
Additionally, when using this feature you may choose any plant within 120 feet of you, and select one sense of your choice. For the duration of of your choosing that sense then functions for you as if it originated from the plant. This effect ends when you move more than 120 feet away from the plant or when you dismiss it as a bonus action. In addition, your creature type becomes Plant and your Wisdom score increases by 4. Your maximum for this score is now 24.
Natural Orders
Nature has many aspects to it. Some view it as cruel and unforgiving, others beautiful and bountiful, others as wild and chaotic. In reality, nature can be all of these and more, and thus nature as a force embodies several personalities. Apothecaries, the ambassadors of nature, often cannot portray such a wide variety of faces and personalities. Instead, apothecaries tend to embody on one aspect of nature, leaving other apothecaries to represent nature's other aspects. Thus begun the creation of the Natural Orders, sects of apothecaries devoted to a certain aspect of nature.
Order of the Thorn
Apothecaries of the Order of the Thorn choose to represent the cruel and punishing side of nature. They are often found destroying weak things in efforts to let the strong thrive, and punish those who dare disrupt this order. This ideology combined with their experience in creating herbal concoctions often leads them to developing a greater amount of knowledge in the damaging effects of certain plants, usually to create poisons or other harmful substances. Apothecaries of this order often pursue an evil alignment, though in most cases not in a selfish way.
Deadly Wish
At 1st level, gain proficiency with Poisoner's Kit. Additionally, you receive a Poisoner's Kit as part of your starting equipment.
Poisons
At 3rd level, you gain the ability to make the following spells into poisons (this is on top of the poisons you can create using the Poisoner's Kit). As you gain levels, you can make more powerful spells into poisons. Poisons can be inhaled or applied to weapons. Poisons can be thrown using the throw splash weapon rules. You can make 5 poisons. You can make new poisons after a long rest.
Apothecary level | Poisons |
---|---|
3rd | acid splash, poison spray |
6th | stinking cloud, blight |
9th | cloudkill, contagion |
13th | disintegrate, weird |
Nature's Thorn
At 6th level, add your Nature skill to your proficiency check with the Poisoner's Kit and Alchemist's Supplies.
Potion Mastery
Starting at 9th level, whenever you use a poison that deals poison or acid damage, you may ignore resistance to those types of damage and treat immunity as resistance.
Toxic Grounds
Starting at 13th level, whenever an enemy takes the move action while in contact with the difficult terrain created by your Forest Trail, they must make a Constitution saving throw using your Spell Save DC, or take 1d8+Wis poison damage or be afflicted with the poisoned condition for one minute. On a successful save they suffer no effects. They may remake this saving throw at the end of each of their turns, ending the poisoned condition on a success.
Noxious Weeds
At 15th level, as an action you can connect yourself with nature and grow a ring of small sized fungus and weeds sprout around you with a 30ft radius. Crossing these plants cause them to release spores that force non-plant creatures within 10ft to make a Constitution saving throw against your Spell Save DC or take 1d10 poison damage. These plants stay sprouted for 1d6 rounds.
Order of the Flower
Apothecaries of the Order of the Flower choose to represent the nurturing and beautiful side of nature. They often are found tending harmed wildlife or helping nearby villages in keeping their farms healthy. This caring personality combined with their experience in creating herbal concoctions often leads to them developing a greater knowledge in the healing effects of certain plants, usually to create medicines or remedies. Apothecaries of this order often pursue a good alignment, as they are often devoted to helping others.
Healing Prayer
At 1st level, gain proficiency with Medical Kit. Additionally, you receive a Medical Kit as part of your starting equipment.
Potions
At 3rd level, you gain the ability to make the following spells into potions (this is on top of the antitoxin and potion of healing you can create using the Herbalism Kit). As you gain levels, you can make more powerful spells into potions. Potions can be ingested, or applied directly to skin. Potions can be thrown using the throw splash weapon rules. You can make 5 potions. You can make new potions after a long rest.
Apothecary level | Potions |
---|---|
3rd | cure wounds, healing word |
6th | prayer of healing, lesser restoration |
9th | death ward, revivify |
13th | * regenerate, greater restoration* |
Nature's Love
At 6th level, Add your Medicine skill to your proficiency check with the Herbalism Kit and Alchemist's Supplies.
Greater Healing
At 9th level, you can add your Wisdom modifier to the hit points gained from your potions. If your Wisdom modifier is already applied, double it.
Lesser and greater restoration now heal a number of hit points equal to your Wisdom modifier.
Death ward and revivify now gain hit points equal to your Wisdom modifier instead of 1.
Healing Grounds
At 13th level, when an ally is within the area range caused by Forest Trail, they may choose to heal 1d8 + your Wisdom modifier. They may do this once per encounter.
Wild Flowers
At 15th level, as an action you can connect yourself with nature and grow a ring of small sized flowers sprout around you with a 30ft radius. Allies within the circle can negate 1d10 damage once per round. These plants stay sprouted for 1d6 rounds.
Order of the Fang
Apothecaries of the Order of the Fang often choose not to represent either a good or bad side of nature, instead preferring neutrality. People within the Order of the Fang mostly abandon the pursuit of creating herbalism concoctions, preferring to develop their connection with beasts and wildlife. "Fangs" devote their lives to caring for and studying animals, and often they spend all of their time with them, no matter the situation. "Fangs", due to their excessive times spent with animals, usually share the same principles. Thus, apothecaries of this order often pursue a neutral alignment.
Gentle Hand
At 1st level, you gain proficiency with the Animal Handling skill. Additionally, when you receive the Tool Expertise feature at second level, you double your proficiency bonus with any checks made using the Animal Handling skill as well.
Additional Animal Companion
Starting at third level, when you gain the Animal Companion feature, you gain an additional companion. This companion shares the same guidelines outlined in the Animal Companion feature.
The animal companion you choose to use with this feature must have a Challenge Rating less than your Beast Sense rating. For example, if you have a Beast Rating of 1, your companion gained from this feature must have a challenge rating of 1/2 or less, instead of 1 or less.
If your Beast Sense rating is equal to 0, your new companion can have a Challenge Rating of 0 as well.
Nature's Fang
Starting at 6th level, once per day you may let out a particular beast-like call as an action. Designate any number of non-hostile beasts that can be affected by your Animal Whisperer trait that are within 90 feet of you. You influence the mood of those beasts to become happy, sad, afraid, angry, or any other basic mood you choose for up to 1 minute, or until you make another call to end this effect early.
Additionally, you gain a pool of d4s. The size of this pool is equal to half of your apothecary level, rounded down. Any time you make an animal handling, nature, or survival check, you may choose to expend one of these d4s. You may do so before or after the roll, but only before the DM calls out the result.
Animal Empathy
At 9th level, you have forged a strong sense of caring for all beasts, and they find it easier to be around you. When bonding with an Animal Companion, the time it takes to find and bond with a companion is shortened to 4 hours. Additionally, your Friend of The Beasts feature now extends to beasts with a challenge rating less than or equal to twice your Beast Sense rating.
Tame the Wild
At 13th level, if your animal that is not hostile to you is within 5 feet of you, you may attempt to grapple it. If you succeed, you may turn the grappled condition into a harnessing grapple. A harnessing grapple is the same as the grappled condition, except that at the end of each of the harnessed creature's turns you force it to do one of the following:
- Move up to its normal movement speed to a spot you designate, with you moving along with it.
- Drop something it is carrying.
- Spit up something or someone it has swallowed.
You may use this feature a number of times equal to your Wisdom modifier before having to take a long rest. Taking a long rest restores any lost uses of this feature.
Transcendent Bond
Starting at 15th level, your connection with wildlife around you becomes nearly an extension of yourself -- you each harbor a deep love and respect for each other, would die to protect the other, and operate almost more as a unit than as separate creatures. You can communicate in a way with wildlife that you no longer need to verbally speak to communicate with any animal as long as it can see you -- your body language is enough for any to read your intent. Should you fall unconscious, once per day you may subconsciously call upon the nearby wildlife to come and help. They aid you by licking your wounds or comforting you as best as they can, and return you to consciousness with 1 Hit Point.
Appendix C: Credits
Something that I feel is really quite important when creating a collaboration of not just my own, but others' works, is making sure that every person involved gets credit for the things they have done. Not all of the work within this compendium is my own, though I have made many modifications and changed the formatting of things, the credit for a lot of the stuff put in to this collection goes to a numerous amount of people. That being said, I would like to extend a word of thanks to the following people and their contributions, and I would like others to recognize them for what they have done.
More sources will be included as the compendium continues to grow.
Content Credits
Clan Crafter Hralding's Volo's Complete Subrace Handbook.
Source of the Wild Dwarf, Tallfellow, Human Variant, and
Dragonborn Variant subraces.
Assassinz's Alchemist. Source of the Alchemist class.