Lore
Medical Experts
An apothecary is a practiced medical expert and arcane magic user. They wield their knowledge to both heal and harm, augmenting their conventional skills with alchemy and occult magic.
Some apothecaries might first attempt treatment with traditional means like medicinal herbs and surgical techniques. When these mundane methods are not enough, they use arcane magic and
eldritch forces to restore their patients. An apothecary’s unique skills prove useful whether their patients suffer from natural or supernatural ailments, but apothecaries possess knowledge of the
body which can be used for more than just healing. Their arcane methods can strengthen, transform, or protect their allies, and some apothecaries know deadly techniques which can harm and kill their enemies. An apothecary understands how the difference between a poison and a cure lies often only in the dose.
Their careful study of life and death gives an apothecary the tools to both help allies survive horrible ailments, injuries, and pluck them from the clutches of death, or use their enemies as test subjects for their dangerous compounds, terrible diseases and poisonous magic.
Knowledge Seekers
Most apothecaries set out with the goal of furthering their studies and expanding their magical horizons, uncovering new ways to wield magic for dangerous or life-saving effects, and
learning forbidden knowledge kept from the rest of the world.
They believe that knowledge is power, and see themselves as seekers of knowledge. Some kinder apothecaries see their duty as protectors of the innocent, dedicating their lives to helping sick and injured people. Others see every opportunity to exploit the weak and push their search for true power forward. Many fall somewhere in between, riding the lines of mad scientist and renowned doctor.
Occult Practitioners
Apothecaries seek out occult lore and use it to study and practice scientific theories. Many of their magical incantations, whether it be for the purposes of saving lives, or ending them, are deemed experimental. Many apothecaries keep a notebook close at hand and write down esoteric theories based on their findings and field work. Apothecaries are gaining renown within some remote communities on the continent as doctors and healers to whom one can turn to instead of religious figures. However, they are more often viewed as dangerous scientists and mysterious witches who use magic to create toxins and poisons that could eradicate entire armies.Creating an Apothecary
When you set out to create an apothecary, the most important question is to decide your path of study. What is it that drives you to seek knowledge? Are you working in the service of good?
Is your life dedicated to helping those in need? By studying poisons, diseases, occult lore, and forbidden knowledge, do you hope to help the sick and wounded? Perhaps you aim to save someone you care about, or protect your kingdom or homeland from the evils of this world. Or maybe your studies are more dangerous in nature. Do you set out on adventure to test your dangerous chemical formulae? Do you see each monster or enemy as a test subject for your concoctions and spells?
All apothecaries share a search for knowledge, and dabble in forbidden lore and occult practices. Although many in their practice are happy to sell their services or potions in cities or to well-paying nobles and kings, some are called to adventure, setting out on the endless hunt for knowledge. Others work as investigators and researchers. Many apothecaries see adventure as a means to perform direct field research, perfect their skills, and test the true potential of their theories.
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
Armor: light armor, medium armor
Weapons: simple weapons, short swords, hand crossbows
Tools: any tool proficiency, plus another of your choice from the following: poisoner’s kit, herbalism kit, or alchemist’s supplies.
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a light crossbow and 20 bolts, a shortsword, or any simple weapon
- a component pouch or an arcane focus
- a scholar’s pack or a dungeoneer’s pack
- hide armor, any simple weapon, and two dagger
- A healer’s kit
Apothecary Magic
Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the apothecary spell list.
Formula Book
You have a book or collection of notes that you study to prepare your apothecary spells, develop your esoteric theories, and record your occult practices. You may use your formula book as an arcane focus for your apothecary spells. You may describe this book any way you like. Some examples of your book’s appearance include:
- A large leatherbound tome with yellowing pages bound shut with an iron lock
- A scattered assortment of scribbled notes loosely held together by rope
- A pristine journal with perfect edges and beautiful penmanship
- A leather briefcase with two small golden locks
- A medical bag with surgical symbols on the sides
- A beat-up satchel slung over one shoulder with vials and bottles poking out of every pocket
If the book is destroyed or lost, you can recreate it using inks and paper during a long rest.
Cantrips
You know three cantrips of your choice from the apothecary spell list. You learn additional apothecary cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Apothecary table.
Elementary Reformulation. Whenever you finish a long rest and consult your formula book, you can replace one apothecary cantrip you know with another cantrip from the apothecary spell list.
Preparing and Casting Spells
The Apothecary table shows how many spell slots you have to cast your apothecary spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your apothecary spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
You prepare the list of apothecary spells that are available for you to cast, choosing from the apothecary spell list. When you do so, choose a number of apothecary spells equal to your Intelligence modifier + your apothecary level (minimum of one spell). A spell you prepare must be of a level no higher than what’s shown in the Apothecary table’s Slot Level column for your level.
For example, if you are a 5th-level apothecary, you have three 3rd-level spell slots. With an Intelligence of 16, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.
Casting a spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of apothecary spells requires at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your apothecary spells, since you learn your spells through dedicated study and occult knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an apothecary spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an apothecary spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells.
Apothecary
Occult Practices
At 1st level, you take up one of the Occult Practices, a chosen discipline which defines your ongoing research of the body and spirit: the Alienist, the Chemist, the Exorcist, the Mutagenist, the Pathogenist, or the Reanimator.
Your choice grants you additional proficiencies and an expanded spell list at 1st level, and additional class features at 3rd, 6th, 10th, 14th, and 18th level.
Esoteric Theories
You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities.
At 2nd level, you gain two esoteric theories of your choice. Your theory options are detailed at the end of the class description.
When you gain certain apothecary levels, you gain additional theories of your choice, as shown in the Theories Known column of the Apothecary table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Esoteric Theories
Apothecaries develop esoteric theories during their adventures and experiments, representing their own unique synthesis of medical and occult practices. The description of each esoteric theory details the benefits you gain from selecting that theory.
Some esoteric theories specify a minimum apothecary level.
You can’t learn such an esoteric theory until you are at least that level. Unless an esoteric theory’s description says otherwise, you can’t learn an esoteric theory more than once.
No Prerequisites
Acquired Tolerance
You have advantage on saving throws against poison, and you gain resistance to poison damage. In addition, you automatically succeed on saving throws against your own apothecary spells, and never take damage from your own apothecary spells.
Anatomical Precision
When you make a weapon attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Bedside Manner
You gain proficiency in the Insight and Persuasion skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills.
Cosmetic Surgery
You can spend 8 hours performing an occult surgical procedure upon a willing creature, permanently transforming its appearance. You decide what the creature looks like, including facial features, the sound of its voice, hair length, coloration, and distinguishing characteristics, but none of its game statistics change. You can’t alter the size of a creature, and its basic shape stays the same. The resulting transformation is non-magical, however, a greater restoration spell or similar magic cast upon the creature can restore it to its original appearance.
Diagnosis
You can take the Help action as a bonus action on your turn.
Extracurricular Research
You learn two additional cantrips of your choice from any class’s spell list. These cantrips become apothecary cantrips for you.
Inoculation
You have resistance to necrotic damage, and your hit point maximum can’t be reduced. In addition, you are immune to diseases
Laboratory Assistant
You learn the spell find familiar, and always have this spell prepared. It doesn’t count against the number of apothecary spells you can prepare.
Medical Expertise
You gain proficiency in the Medicine and Nature skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills.
Medical Lexicon
You learn six languages of your choice. You can cast detect poison and disease at will.
Pharmacology
When you cast a spell using an apothecary spell slot or your Greater Formula feature which restores hit points to a creature, the creature regains additional hit points equal to your Intelligence modifier.
Physiological Analysis
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its physiology. The Game Master reveals to you two of the following characteristics of your choice:
- Any one ability score
- Armor Class
- Current hit points
- Resistances (if any)
- Immunities (if any)
- Vulnerabilities (if any)
Alternatively, you can spend 1 minute observing a corpse.
After 1 minute, you determine the cause of death.
Putrefaction
Your apothecary spells and abilities ignore undead creatures’ resistance or immunity to poison damage and immunity to the poisoned condition.
Rapid Response
When you cast an apothecary spell that restores hit points to a creature, before or after casting the spell, you can move your speed without provoking opportunity attacks.
Surgeon’s Instinct
You have blindsight out to a range of 10 feet.
Triage
You learn the spare the dying cantrip if you don’t know it already. When you cast this cantrip, it has a range of 60 feet.
Virulence
When you roll a 1 on a damage die for an apothecary spell that deals poison damage, you can reroll the die. You must use the new result, even if the new roll is a 1.
Vital Signs
When a creature you can see within 30 feet of you fails a saving throw or death saving throw, you can use your reaction to add your Intelligence modifier to the creature’s roll, potentially turning a failure into a success. You must finish a short rest before you can use this theory on the same creature again.
Spell List
Cantrips
Acid Splash
Chill Touch
Guidance
Light
Mending
Message
Poison Spray
Resistance
Shocking Grasp
Spare the Dying
Thaumaturgy
Acid Burn
Evocation cantrip
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bacterial Barrage
Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic
damage to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Poison Needle
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison damage.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
1st Level
Alarm (r)
Comprehend Languages (r)
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (r)
Detect Poison and Disease (r)
False Life
Feather Fall
Floating Disk (r)
Fog Cloud
Grease
Healing Word
Hideous Laughter
Identify (r)
Illusory Script (r)
Jump
Purify Food and Drink (r)
Sleep
Unseen Servant (r)
Acrid Orb
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of stomach acid and a pinch of sulfate)
Duration: Instantaneous
You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.
Envenom
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of basic poison)
Duration: Concentration, up to 1 minute
Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spell’s duration.
While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed saving throw. On a success, the spell ends on that target.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Infect
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a petri dish)
Duration: Concentration, up to 1 minute
You inflict a creature you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
Stream of Consumption
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the spell’s duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can’t target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.
Toxic Shield
Toxic Shield
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: S, M (a drop of dwarven blood)
Duration: Concentration, up to 1 minute
You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.
2nd Level
Acid Arrow
Aid
Blindness/Deafness
Enhance Ability
Enlarge/Reduce
Gentle Repose (r)
Hold Person
Lesser Restoration
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence (r)
Spider Climb
Web
Biohazard
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet (15-foot cube)
Components: V, S, M (a withered root and a drop of vinegar)
Duration: 1 minute
You coat a 15-foot-wide cube with toxic sludge for the spell’s duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don’t need to breathe.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Caustic Grip
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
For the spell’s duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 acid damage to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
A creature restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid damage.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Grasping Ghost
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (a finger bone and a scrap of fabric)
Duration: Instantaneous
A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.
Invigorate
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: S, M (a syringe and a blood sample)
Duration: 1 hour
Choose up to three creatures within range. Each target gains 10 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Ocular Necrosis
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot above 2nd.
3rd Level
Bestow Curse
Dispel Magic
Fear
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Mass Healing Word
Protection from Energy
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Stinking Cloud
Vampiric Touch
Water Breathing (r)
Corrosive Blast
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a vial of acid)
Duration: Instantaneous
A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one.
The acid destroys any objects made of organic materials in the spell’s area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 2d4 for each slot level above 3rd.
Fetid Blade
3rd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a drop of acid and a pinch of iron dust)
Duration: Concentration, 1 minute
You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of the attacker’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d4 for each slot level above 3rd.
Pestilence
3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a withered flower)
Duration: Concentration, up to 1 minute
You infect up to three creatures you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 necrotic damage and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature.
A lesser restoration spell cast on a target ends this spell early for that creature.
Tranquilizing Toxin
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
One target you choose within range must make a Constitution saving throw or take 8d6 poison damage and become poisoned until the end of your next turn. While poisoned in this way, the target is also stunned. On a successful saving throw, the target takes half damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 for each slot level above 3rd.
Venomous Aura
3rd-level transmutation
Casting Time: 1 bonus action
Range: Self (10-foot radius)
Components: V, S, M (scales or fangs of a venomous snake)
Duration: 1 minute
You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 feet of you are poisoned until the start of their next turn.