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character:vaylith:stats [2025/07/30 16:32] Cindercharacter:vaylith:stats [2025/10/20 16:49] (current) – [Apothecary Introduction] Cinder
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 [[character:vaylith|{{:wiki:media:back.png?65|}}]] [[character:vaylith|{{:wiki:media:back.png?65|}}]]
 +
 +[[mcdm:character:vaylith:stats|{{:wiki:media:drawsteel.png?65|}}]]
  
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 **[[culture:elf|Drider]]:** \\ **[[culture:elf|Drider]]:** \\
-description+Becoming a Drider is an unforgettable experience for all the wrong reasons.
  
-**Physical Appearance**+**Physical Appearance** \\ 
 +Arcadia Vol 12
  
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-  ***Ability Score:** \\ Wisdom +2, Charisma +1+  ***Ability Score:** \\ Intelligence +2, Charisma +1
  
   ***Lifespan:** \\   ***Lifespan:** \\
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   ***Speed:** \\ 30ft, 30ft Climb   ***Speed:** \\ 30ft, 30ft Climb
  
-  ***Languages:** \\ Common, Elven+  ***Languages:** \\ Common, Elven,  
 + 
 +  ***Creature Type:** \\ You started as an Elven Drow but after Loth's blessing you are now a Monstrosity. 
 + 
 +  ***Innate Spell-casting: Abyssal Magic** (Intelligence) 
 +    *Lv 1: Dancing Lights cantrip. **Two Cantrips from Cleric** 
 +    *Lv 3: Farie Fire 
 +    *Lv 5: Pass Without Trace
  
 </WRAP> </WRAP>
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   ***Extended Dark Vision** \\ The range of your Darkvision increases to 120 feet.    ***Extended Dark Vision** \\ The range of your Darkvision increases to 120 feet. 
  
-  ***Innate Spell-casting** (Wisdom) +  ***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.
-    *Lv 1: Dancing Lights cantrip. +
-    *Lv 3: Farie Fire +
-    *Lv 5: Pass Without Trace+
  
-  ***Fey Ancestry** \\ You have Advantage on saving throws you make to avoid or end the Charmed condition.+  ***Omax Resilience** //Classic Creatures, Pg 9// \\ You have Resistance to Acid Damage.
  
-  ***Keen Senses** \\ You have proficiency in the Insight, Perception, or Survival skill.+  ***Silver Tongue** //Classic Creatures, Pg 9// \\ You have proficiency in the Deception and Persuasion skills.
  
   ***Trance** \\ You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.   ***Trance** \\ You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
  
-  ***Drider Heritage**+  ***Drider Heritage** //MCDM Arcadia Vol 12, Pg 5//
     *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's Hide: You gain a +1 to your AC. 
 +    *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> 
 +</WRAP> 
 + 
 +<WRAP centeralign> 
 +===== Species Feats ===== 
 +</WRAP> 
 + 
 +<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's speed becomes 0 until the use an action to wash the slime off.  
 + 
 +  ***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> 
 + 
 + 
 +<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's dark seduction. Creatures immune to being charmed or otherwise not able to fall for such charms are exempt from this bonus. (Example, constructs, non-intelligent creatures etc) 
 + 
 +  ***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:** //Prerequisite: 12th level// You can use an action to engage a creature you are grappling in a passionate embrace, magically draining their vital essence.  
 +    *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 the Apothecary =====
 </WRAP> </WRAP>
  
-====Cleric of the Light Domain Introduction====+==== Apothecary Introduction ==== 
 +//Source: Guide to Drakenhime, Pg 135// 
 Lore introduction. \\ Lore introduction. \\
-Hit dice: **D8 Per Cleric Level** \\ 
-Saving Throw Proficiencies: **Wisdom** & **Charisma** \\ 
-Skill Proficiencies: (Choose 2) History, Insight, Medicine, Persuasion, or Religion \\ 
-Equipment Proficiencies: **Simple Weapons**, **Light Armour** & **Medium Armour**, **Shields** \\ 
-Starting equipment: **110 Gold** \\ 
  
 +Hit dice: **1D8** \\
 +Saving Throw Proficiencies: **Intelligence, Wisdom** \\
 +Skill Proficiencies: (Choose 2) **from Arcana, History, Investigation, Medicine, Nature, and Religion** \\
 +Equipment Proficiencies: \\ **Simple weapons, Short swords, Hand crossbows. \\ Light & Medium Armour \\ any tool proficiency, plus another of your choice from the following:** (poisoner’s kit, herbalism kit, or alchemist’s supplies) \\
 +Starting equipment: **100 Gold** \\
  
 ===Background: Feature & Details=== ===Background: Feature & Details===
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-=== Origin Feat: Drow Apothecary ===+==== Origin Feat: Healer ====
 ---- ----
-//Source: Player's Handbook 2024, Hombrew//+//Source: Player's Handbook 2024//
  
-You gain the following benefits. +You gain the following benefits.  
-  ***Ability Score Increase:** Increase your Dexterity or Intelligence score by 1, to a maximum of 20. +  ***Battle Medic:** If you have a Healer's Kityou can expend one use of it and tend to a creature within 5 feet of yourself as Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains number of Hit Points equal to the roll plus your Proficiency Bonus
-  ***Potent Poison:** Poison or Acid damage you deal to a creature ignores resistance and deals extra damage equal to your Proficiency Bonus +  ***Healing Rerolls:** Whenever you roll 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.
-    *The DC for Poisons you craft increased by amount equal to your proficiency bonus+
-  ***Master Brewer:** Poisons you brew cost half as much in materials and take Quarter of the time to brew.+
  
 </WRAP> </WRAP>
  
 +**Ability Score Bonus** (DND 2024 Background) 
 +  *+1 STAT
 **Skill Proficiencies**  **Skill Proficiencies** 
   *Skill   *Skill
-**Languages And/Or Tools** +**Languages And Tool Proficiency** 
   *Language   *Language
   *Poisoner's Kit   *Poisoner's Kit
-**Equipment (If Any)**+
  
  
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 ---- ----
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-===== Cleric of Light Domain Levels =====+===== Apothecary Levels =====
 </WRAP> </WRAP>
  
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-==== 1st Level Light Domain Cleric ====+==== 1st Level Apothecary ====
 ---- ----
-**Divine Order** ++[?] | //2024 Player's Handbook// ++ \\ +++[?] | //Guide to Drakenhime, Pg 136// ++ \\
-You have dedicated yourself to one of the following sacred roles of your choice. +
-  ***Thaumaturge:** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). +
- +
-**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> </WRAP>
  
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-==== 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 Restand you regain all expended uses when you finish a Long Rest. \\ +++[?] | //Guide to DrakenhimePg 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 theoriesscraps 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 modifierYou either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throwOn a failed savethe creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful savethe 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 of your choiceYour theory options are detailed at the end of the class descriptionWhen you gain certain apothecary levelsyou gain additional theories of your choice, as shown in the Theories Known column of the Apothecary tableAdditionally, when you gain a level in this classyou can choose one of the theories you know and replace it with another theory that you could learn at that level.
  
-  ***Turn Undead:** As a Magic action, you present your Holy Symbol and censure Undead creaturesEach Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its saveit has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turnsThis effect ends early on the creature if it takes any damageif you have the Incapacitated condition, or if you die.+**Esoteric TheoryMedical Expertise** 
 +  *You gain proficiency in the __Medicine and Nature skills__You also gain __Expertise__ for these skills (Expertise Doubles your proficiency Bonus for skill checks) 
 +**Esoteric Theory: Inoculation** 
 +  *You have __resistance to necrotic damage__, and your hit point maximum can’t be reducedIn addition, you are __immune to diseases__.
  
 </WRAP> </WRAP>
  
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-==== 3rd Level Light Domain Cleric ====+==== 3rd Level CLASS ====
 ---- ----
-**Light Domain Spells** ++[?] | //CONTENT SOURCE// ++ \\ +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 |+
 </WRAP> </WRAP>
  
-<WRAP clear />+<WRAP box> 
 +==== 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, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.+
  
-**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> 
  
-<WRAP box> 
-==== 4th Level Light Domain Cleric ==== 
----- 
-**Feat: FEAT** ++[?] | //CONTENT SOURCE// ++ \\ 
  
 </WRAP> </WRAP>
  
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-==== 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> </WRAP>
  
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-==== 7th Level Light Domain Cleric ====+==== 7th Level CLASS ====
 ---- ----
-**Blessed Strikes** ++[?] | //CONTENT SOURCE// ++ \\ +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> </WRAP>
  
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-==== 8th Level Light Domain Cleric ====+==== 8th Level CLASS ====
 ---- ----
-**Feat: FEAT** ++[?] | //CONTENT SOURCE// ++ \\+ 
 +++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +=== Esoteric Theory: TEXT === 
  
 </WRAP> </WRAP>
  
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-==== 9th Level Light Domain Cleric ====+==== 9th Level CLASS ====
 ---- ----
 Text Text
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-==== 10th Level Light Domain Cleric ====+==== 10th Level CLASS ====
 ---- ----
-**Divine Intervention** ++[?] | //CONTENT SOURCE// ++ \\ + 
-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> </WRAP>
  
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-==== 12th Level Light Domain Cleric ====+==== 12th Level CLASS ====
 ---- ----
-**Feat: FEAT** ++[?] | //CONTENT SOURCE// ++ \\+ 
 +++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +=== Esoteric Theory: TEXT === 
  
 </WRAP> </WRAP>
  
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-==== 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 TheoryTEXT ===
  
  
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-==== 15th Level Light Domain Cleric ====+==== 15th Level CLASS ====
 ---- ----
 Text Text
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-==== 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> </WRAP>
  
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-==== 18th Level Light Domain Cleric ====+==== 17th Level CLASS ====
 ---- ----
 Text Text
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-==== 19th Level Light Domain Cleric ====+==== 18th Level CLASS ====
 ---- ----
-**Epic Boon** ++[?] | //CONTENT SOURCE// ++ \\ +Text 
-You gain an Epic Boon feat or another feat of your choice for which you qualify.+++[?] | //CONTENT SOURCE// ++ \\ 
 +</WRAP>
  
 +<WRAP box>
 +==== 19th Level CLASS ====
 +----
 +Text
 +++[?] | //CONTENT SOURCE// ++ \\
 </WRAP> </WRAP>
  
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-==== 20th Level Light Domain Cleric ====+==== 20th Level Apothecary ====
 ---- ----
-**Greater Divine Intervention** ++[?] | //CONTENT SOURCE// ++ \\ + 
-You can call on even more powerful divine interventionWhen you use your Divine Intervention featureyou can choose Wish when you select spellIf you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.+++[?] | //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 recoveryYou must tend to the creatures during this period, using a healer’s kit with at least one use remaining. \\ 
 +The targets regain hit pointsspell slots, hit dice, and other abilities as if they completed a long rest.  
 + 
 +A creature can only benefit from one Miraculous Recovery in 24-hour periodOnce you use this feature, you can’t do so again until you finish a long rest. 
 + 
 +=== 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.
  
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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 from the Cleric spell listBless.+To cast one of your apothecary spells of 1st level or higher, you must expend a spell slotYou regain all expended spell slots when you finish a short or long rest
  
-Whenever you finish Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.+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 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 exampleif 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 1st2nd, 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 Scores, DC, Bonus** \\ **Spellcasting Scores, DC, Bonus** \\
-Wisdom is your spellcasting ability for your Cleric spells.+Intelligence is your spellcasting ability for your apothecary spells, since you learn your spells through dedicated study and occult knowledgeYou 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** \\ **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 as a Spellcasting Focus for your Cleric spells.+You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells
  
-==== 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 of your choice from the Cleric spell list. +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
  
 =====Spell List===== =====Spell List=====
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 </WRAP> </WRAP>
 +
 +==== 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. 
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