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| character:vaylith:stats [2025/07/29 11:43] – [Consumables] Cinder | character:vaylith:stats [2025/10/20 16:49] (current) – [Apothecary Introduction] Cinder | ||
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| - | ==== Vaylith the Drider ==== | + | ===== Vaylith the Drider |
| </ | </ | ||
| **[[culture: | **[[culture: | ||
| - | description | + | Becoming a Drider is an unforgettable experience for all the wrong reasons. |
| - | **Physical Appearance** | + | **Physical Appearance** |
| + | Arcadia Vol 12 | ||
| <WRAP group> | <WRAP group> | ||
| <WRAP half column> | <WRAP half column> | ||
| - | ***Ability Score:** \\ | + | ***Ability Score:** \\ Intelligence +2, Charisma +1 |
| ***Lifespan: | ***Lifespan: | ||
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| ***Alignment: | ***Alignment: | ||
| - | ***Size:** \\ Your size was medium, but after becoming a //Drider// you are now **Large** | + | ***Size:** \\ Your size was medium, but after becoming a //Drider// you are now //Large// |
| ***Speed:** \\ 30ft, 30ft Climb | ***Speed:** \\ 30ft, 30ft Climb | ||
| - | ***Languages: | + | ***Languages: |
| + | |||
| + | ***Creature Type:** \\ You started as an Elven Drow but after Loth's blessing you are now a Monstrosity. | ||
| + | |||
| + | ***Innate Spell-casting: | ||
| + | *Lv 1: Dancing Lights cantrip. **Two Cantrips from Cleric** | ||
| + | *Lv 3: Farie Fire | ||
| + | *Lv 5: Pass Without Trace | ||
| </ | </ | ||
| <WRAP half column> | <WRAP half column> | ||
| - | ***Extended Dark Vision** | + | ***Extended Dark Vision** |
| - | ***Innate Spell-casting** | + | ***Monstrosity Resilience** //Classic Creatures, Pg 9// \\ Your body is tougher than a mortal’s. You have advantage on saving throws against poison, and you have resistance against poison damage. |
| - | ***Elven Ancestry** | + | ***Omax Resilience** //Classic Creatures, Pg 9// \\ You have Resistance to Acid Damage. |
| - | ***Keen Senses** | + | ***Silver Tongue** //Classic Creatures, Pg 9// \\ You have proficiency in the Deception and Persuasion skills. |
| - | ***Trance** | + | ***Trance** |
| - | ***Drider Heritage** | + | ***Drider Heritage** |
| *Spider Climb: Vaylith can walk/climb difficult surfaces including upside down on ceilings without need to make an ability check or use extra movement. | *Spider Climb: Vaylith can walk/climb difficult surfaces including upside down on ceilings without need to make an ability check or use extra movement. | ||
| - | *Size: your size is **Large** | + | *Size: your size is //Large// |
| *Web Walker: Vaylith ignores movement restrictions caused by webbing. | *Web Walker: Vaylith ignores movement restrictions caused by webbing. | ||
| - | *Innate Spellcasting: | + | *Sunlight Sensitivity: |
| + | *Drider' | ||
| + | *Natural Weapons: Your Unarmed attacks deal Slashing instead of bludgeoning and gain a 1d4 to damage as well as a 1d8+ Proficiency Bonus as poison damage. | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP centeralign> | ||
| + | ===== Species Feats ===== | ||
| + | </ | ||
| + | |||
| + | <WRAP group> | ||
| + | <WRAP half column> | ||
| + | |||
| + | ***Demonic Strike:** \\ Your tongue becomes usable as a natural weapon due to your monstrous change. it has the following properties | ||
| + | *A Reach of 10ft | ||
| + | *Deals 1d6 + Strength damage as an Unarmed attack | ||
| + | ***Slime Trap:** \\ Your tongue is now slick with the slime of your insides. after making an unarmed attack against a creature they are covered in slime and their speed is reduced by half until they use an action to wash it off. \\ On a critical hit the target' | ||
| + | |||
| + | ***Brimorak Breath:** \\ Your monstrous insides hold powerful acidic bile. you can use this feature a number of times equal to half your proficiency bonus rounded up. Recovering all uses after a long rest. | ||
| + | *As a Bonus action you can make a ranged attack as you spit a gout of boiling acidic slime in a line | ||
| + | *Range 20ft, width 5ft | ||
| + | *Each creature in that line must make a **Dexterity saving throw** against a DC equal to (8 + your proficiency bonus + your Constitution modifier). \\ On a failed save, the creature takes 3d6 Acid damage, or half as much damage on a successful one. | ||
| + | *This damage increases to 5d6 at 8th level, 8d6 at 12th level, and 10d6 at 16th level | ||
| + | *In Addition the area of the attack becomes difficult terrain. A creature entering or crossing the area must make a dexterity saving throw (8 + your proficiency bonus + your Constitution modifier). On a failed save they are knocked prone. | ||
| + | |||
| + | </ | ||
| + | |||
| + | |||
| + | <WRAP half column> | ||
| + | |||
| + | ***Seductive Presence:** \\ your your unnatural monstrous beauty temping hearts with the deepest taboo you can easily manipulate those who fall under your spell of lust. | ||
| + | *Gain advantage on Deception & Persuasion checks made against creatures who fall under Vaylith' | ||
| + | |||
| + | ***Succubus’s Embrace:** \\ Swathed in enchanting monstrous charms, enticing other creatures into accepting your dark embrace | ||
| + | *When making a grapple check you can use your charisma (persuasion) modifier instead of your Strength (Athletics) modifier when attempting or contesting a grapple check. | ||
| + | *Creatures immune to the charmed condition are immune to this effect. | ||
| + | |||
| + | ***Passionate Kiss:** // | ||
| + | *The target must make a Constitution saving throw against a DC equal to (8 + your proficiency bonus + your Charisma modifier). On failed save, the target takes 5d10 psychic damage, or half as much damage on a successful one. | ||
| + | *You gain temporary hit points equal to the psychic damage dealt. | ||
| + | *You can use this ability a number of times equal to half your proficiency bonus rounded up. | ||
| </ | </ | ||
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| - | ===== Vaylith's Class ===== | + | ===== Vaylith |
| </ | </ | ||
| - | ====Cleric of the Light Domain | + | ==== Apothecary |
| + | //Source: Guide to Drakenhime, Pg 135// | ||
| Lore introduction. \\ | Lore introduction. \\ | ||
| - | Hit dice: **D8 Per Cleric Level** \\ | ||
| - | Saving Throw Proficiencies: | ||
| - | Skill Proficiencies: | ||
| - | Equipment Proficiencies: | ||
| - | Starting equipment: **110 Gold** \\ | ||
| + | Hit dice: **1D8** \\ | ||
| + | Saving Throw Proficiencies: | ||
| + | Skill Proficiencies: | ||
| + | Equipment Proficiencies: | ||
| + | Starting equipment: **100 Gold** \\ | ||
| ===Background: | ===Background: | ||
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| - | === Featured | + | ==== Origin |
| ---- | ---- | ||
| + | //Source: Player' | ||
| + | |||
| + | You gain the following benefits. | ||
| + | ***Battle Medic:** If you have a Healer' | ||
| + | ***Healing Rerolls:** Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll. | ||
| + | |||
| </ | </ | ||
| + | **Ability Score Bonus** (DND 2024 Background) | ||
| + | *+1 STAT | ||
| **Skill Proficiencies** | **Skill Proficiencies** | ||
| *Skill | *Skill | ||
| - | **Languages And/Or Tools** | + | **Languages And Tool Proficiency** |
| *Language | *Language | ||
| - | *Tool | + | *Poisoner' |
| - | **Equipment (If Any)** | + | |
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| ---- | ---- | ||
| <WRAP centeralign> | <WRAP centeralign> | ||
| - | ===== Cleric of Light Domain | + | ===== Apothecary |
| </ | </ | ||
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| <WRAP box> | <WRAP box> | ||
| - | ==== 1st Level Light Domain Cleric | + | ==== 1st Level Apothecary |
| ---- | ---- | ||
| - | **Divine Order** | + | ++[?] | //Guide to Drakenhime, Pg 136// ++ \\ |
| - | You have dedicated yourself to one of the following sacred roles of your choice. | + | |
| - | ***Thaumaturge: | + | |
| - | + | ||
| - | **Spellcasting** | + | |
| + | === 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, | ||
| + | *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. | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 2nd Level Light Domain Cleric | + | ==== 2nd Level Apothecary |
| ---- | ---- | ||
| - | **Channel Divinity** ++[?] | //CONTENT SOURCE// ++ \\ | ||
| - | You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels. | ||
| - | You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. \\ | + | ++[?] | //Guide to Drakenhime, Pg 136// ++ \\ |
| - | You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table. | + | |
| - | If a Channel Divinity effect requires a __Saving Throw__, the DC equals the spell save DC from this class’s Spellcasting feature. | + | === Esoteric Theories === |
| + | You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities. | ||
| - | ***Divine Spark:** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). \\ You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). | + | At 2nd level, you gain two esoteric theories |
| - | | + | **Esoteric Theory: Medical Expertise** |
| + | | ||
| + | **Esoteric Theory: Inoculation** | ||
| + | *You have __resistance to necrotic damage__, and your hit point maximum | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 3rd Level Light Domain Cleric | + | ==== 3rd Level CLASS ==== |
| ---- | ---- | ||
| - | **Light Domain Spells** | + | Text |
| - | Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared. | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| - | + | ||
| - | <WRAP box left 30em> | + | |
| - | ^ Cleric Level ^ Spell ^ | + | |
| - | | Cleric Level 3 | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility | | + | |
| - | | Cleric Level 5 | Daylight, Fireball | | + | |
| - | | Cleric Level 7 | Arcane Eye, Wall of Fire | | + | |
| - | | Cleric Level 9 | Flame Strike, Scrying | | + | |
| </ | </ | ||
| - | < | + | < |
| + | ==== 4th Level CLASS ==== | ||
| + | ---- | ||
| - | **Radiance of the Dawn ** ++[?] | //CONTENT SOURCE// ++ \\ | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| - | As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, | + | |
| - | **Warding Flare** ++[?] | //CONTENT SOURCE// ++ \\ | + | === 4th Level Feat === |
| - | When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. | + | |
| - | You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest. | + | === Esoteric Theory: TEXT === |
| - | </ | ||
| - | <WRAP box> | ||
| - | ==== 4th Level Light Domain Cleric ==== | ||
| - | ---- | ||
| - | **Feat: FEAT** ++[?] | //CONTENT SOURCE// ++ \\ | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 5th Level Light Domain Cleric | + | ==== 5th Level CLASS ==== |
| ---- | ---- | ||
| Text | Text | ||
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| - | ==== 6th Level Light Domain Cleric | + | ==== 6th Level CLASS ==== |
| ---- | ---- | ||
| - | **Improved Warding Flare** ++[?] | //CONTENT SOURCE// ++ \\ | ||
| - | You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. | ||
| - | In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier. | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| + | |||
| + | === Esoteric Theory: TEXT === | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 7th Level Light Domain Cleric | + | ==== 7th Level CLASS ==== |
| ---- | ---- | ||
| - | **Blessed Strikes** | + | Text |
| - | Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| - | + | ||
| - | ***Divine Strike:** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). | + | |
| - | + | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 8th Level Light Domain Cleric | + | ==== 8th Level CLASS ==== |
| ---- | ---- | ||
| - | **Feat: FEAT** | + | |
| + | ++[?] | //CONTENT SOURCE// ++ \\ | ||
| + | |||
| + | === Esoteric Theory: TEXT === | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 9th Level Light Domain Cleric | + | ==== 9th Level CLASS ==== |
| ---- | ---- | ||
| Text | Text | ||
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| - | ==== 10th Level Light Domain Cleric | + | ==== 10th Level CLASS ==== |
| ---- | ---- | ||
| - | **Divine Intervention** | + | |
| - | You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest. | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| + | |||
| + | === Esoteric Theory: TEXT === | ||
| </ | </ | ||
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| - | ==== 11th Level Light Domain Cleric | + | ==== 11th Level Apothecary |
| ---- | ---- | ||
| - | Text | + | |
| - | ++[?] | //CONTENT SOURCE// ++ \\ | + | ++[?] | //Guide to Drakenhime, Pg 136// ++ \\ |
| + | |||
| + | === Greater Formula === | ||
| + | At 11th level, you discover a magical secret called a Greater Formula. \\ | ||
| + | Choose one 6th-level spell from the apothecary spell list as this formula. You can cast your Greater Formula once without expending a spell slot. \\ | ||
| + | You must finish a long rest before you can do so again. | ||
| + | |||
| + | At higher levels, you gain more apothecary spells of your choice that can be cast in this way: | ||
| + | *one 7th-level spell at 13th level, | ||
| + | *one 8th-level spell at 15th level, | ||
| + | *and one 9th-level spell at 17th level. | ||
| + | You learn an additional 6th level spell at 19th level, and an additional 7th level spell at 20th level. \\ | ||
| + | |||
| + | You regain all uses when you finish a long rest. | ||
| + | |||
| + | **Master Reformulation.** Whenever you finish a long rest and consult your formula book, you can replace one spell you gained from this feature with another spell of the same level from the Apothecary spell list | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 12th Level Light Domain Cleric | + | ==== 12th Level CLASS ==== |
| ---- | ---- | ||
| - | **Feat: FEAT** | + | |
| + | ++[?] | //CONTENT SOURCE// ++ \\ | ||
| + | |||
| + | === Esoteric Theory: TEXT === | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 13th Level Light Domain Cleric | + | ==== 13th Level CLASS ==== |
| ---- | ---- | ||
| Text | Text | ||
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| - | ==== 14th Level Light Domain Cleric | + | ==== 14th Level CLASS ==== |
| ---- | ---- | ||
| - | **Improved Blessed Strikes** ++[?] | //CONTENT SOURCE// ++ \\ | ||
| - | The option you chose for Blessed Strikes grows more powerful. | ||
| - | ***Divine Strike:** The extra damage of your Divine Strike increases to 2d8. | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| + | |||
| + | === Esoteric Theory: TEXT === | ||
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| - | ==== 15th Level Light Domain Cleric | + | ==== 15th Level CLASS ==== |
| ---- | ---- | ||
| Text | Text | ||
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| <WRAP box> | <WRAP box> | ||
| - | ==== 16th Level Light Domain Cleric | + | ==== 16th Level CLASS ==== |
| ---- | ---- | ||
| - | **Feat: FEAT** ++[?] | //CONTENT SOURCE// ++ \\ | ||
| - | </WRAP> | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| - | <WRAP box> | + | === Esoteric Theory: TEXT === |
| - | ==== 17th Level Light Domain Cleric | + | |
| - | ---- | + | |
| - | **Corona of Light** ++[?] | //CONTENT SOURCE// ++ \\ | + | |
| - | As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage. | + | |
| - | You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 18th Level Light Domain Cleric | + | ==== 17th Level CLASS ==== |
| ---- | ---- | ||
| Text | Text | ||
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| <WRAP box> | <WRAP box> | ||
| - | ==== 19th Level Light Domain Cleric | + | ==== 18th Level CLASS ==== |
| ---- | ---- | ||
| - | **Epic Boon** | + | Text |
| - | You gain an Epic Boon feat or another feat of your choice for which you qualify. | + | ++[?] | //CONTENT SOURCE// ++ \\ |
| + | </ | ||
| + | <WRAP box> | ||
| + | ==== 19th Level CLASS ==== | ||
| + | ---- | ||
| + | Text | ||
| + | ++[?] | //CONTENT SOURCE// ++ \\ | ||
| </ | </ | ||
| <WRAP box> | <WRAP box> | ||
| - | ==== 20th Level Light Domain Cleric | + | ==== 20th Level Apothecary |
| ---- | ---- | ||
| - | **Greater Divine Intervention** | + | |
| - | You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select | + | ++[?] | //Guide to Drakenhime, Pg 136// ++ \\ |
| + | |||
| + | === Miraculous Recovery === | ||
| + | At 20th level, you can spend 5 minutes channelling power into a number of creatures (which can include yourself) equal to your Intelligence modifier to facilitate an abnormally fast recovery. You must tend to the creatures during this period, using a healer’s kit with at least one use remaining. \\ | ||
| + | The targets regain hit points, spell slots, hit dice, and other abilities as if they completed a long rest. | ||
| + | |||
| + | A creature | ||
| + | |||
| + | === Esoteric Theory: TEXT === | ||
| </ | </ | ||
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| </ | </ | ||
| - | You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. | + | **Type of Spell List you can access** |
| - | + | ||
| - | + | ||
| - | **Type of Spell List you can access** | + | |
| - | The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination. | + | |
| - | + | ||
| - | + | ||
| - | *Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. | + | |
| - | *When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list. | + | |
| - | *If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. | + | |
| **Spell Slot Recovery** | **Spell Slot Recovery** | ||
| + | |||
| + | **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. | ||
| <WRAP round left 15em> | <WRAP round left 15em> | ||
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| **Spell Preparation** \\ | **Spell Preparation** \\ | ||
| - | You prepare the list of level 1+ spells that are available for you to cast with this feature. \\ | + | 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 start, choose four (4) level 1 spells | + | To cast one of your apothecary |
| - | Whenever | + | 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 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 | ||
| + | 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 | ||
| + | |||
| + | Preparing a new list of apothecary spells requires at least 1 minute per spell level for each spell on your list. | ||
| **Spellcasting Scores, DC, Bonus** \\ | **Spellcasting Scores, DC, Bonus** \\ | ||
| - | Wisdom | + | Intelligence |
| + | |||
| + | *Spell save DC = 8 + your proficiency bonus + your Intelligence modifier | ||
| + | *Spell attack modifier = your proficiency bonus + your Intelligence modifier | ||
| **Ritual Casting** \\ | **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** \\ | **Spellcasting Focus** \\ | ||
| - | You can use a Holy Symbol | + | You can use an arcane focus (see the Adventuring Gear section of the Core Rules) |
| - | ==== Spells Known ==== | + | **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. | ||
| - | **Cantrips.** You know three cantrips | + | You may describe this book any way you like. Some examples of your book’s appearance include: |
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | *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 | ||
| =====Spell List===== | =====Spell List===== | ||
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| </ | </ | ||
| + | |||
| + | ==== 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. | ||