Feats
| Origin: | - |
|---|---|
| LV4: | - |
| LV8: | - |
| LV12: | - |
| LV16: | - |
| Lv19: | (Epic Boon) |
Other Boons
| Title: | - |
|---|---|
| Title: | - |
| Manevour: | - |
| Manevour: | - |
| LV0 : | - |
| LV0 : | - |
Vision
| Common Sight:1) | Yes |
|---|---|
| Passive Perception: | 00 |
| Dark Vision: | 0ft |
| True Sight: | 0ft |
| Tremor Sense: | 0ft |
| Blind Sight: | 0ft |
Attunment
| Slot 1: | |
|---|---|
| Slot 2: | |
| Slot 3: |
Movement
| Walking | 00ft |
| Swimming | 00ft |
| Climbing | 00ft |
| Flying | 00ft |
Currency
| Platinum | Gold | Silver | Copper |
|---|---|---|---|
| 0 | 0 | 0 | 0 |
| Occupation | Occupation |
|---|---|
| Income | Lifestyle |
| +0 GpD | -0GpD |
| Other Expenses/Income |
|---|
GpD = Gold per Day
| Location | Item | Stats |
|---|---|---|
| Head | - | |
| Amulet | - | |
| Cloak | - | |
| Clothes | - | |
| Armour | - | |
| Arms/Hands | - | |
| Ring/s | - | |
| Belt | - | |
| Boots | - | |
| Weapon | - | |
| Shield/Ammo/Offhand | - | |
| Sub-Weapon | - | |
| Quick Access | - | |
| Quick Access | - | |
| Quick Access | - |
Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity
| Carry Capacity | Lift, Push, Pull Capacity | Equipped Load |
|---|---|---|
| 000ibs | 000Ibs | 000Ibs |
Consumables & Useful Items
| Item Name | Details |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Special Items
| Name | Detail |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Misc / Junk Items
| Item | Detail |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Drider:
Becoming a Drider is an unforgettable experience for all the wrong reasons.
Physical Appearance
Arcadia Vol 12
Source: Guide to Drakenhime, Pg 135
Lore introduction.
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
Short Description of Background
Source: Player's Handbook 2024
You gain the following benefits.
Ability Score Bonus (DND 2024 Background)
Skill Proficiencies
Languages And Tool Proficiency
At 1st level, you take up one of the Occult Practices, a chosen discipline which defines your ongoing research of the body and spirit:
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.
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.
Esoteric Theory: Medical Expertise
Esoteric Theory: Inoculation
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:
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
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 can only benefit from one Miraculous Recovery in a 24-hour period. Once you use this feature, you can’t do so again until you finish a long rest.
Type of Spell List you can access
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.
| Spell | Slots | ||||
|---|---|---|---|---|---|
| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
| Total Cantrips | 0 | ||||
| Total Spells | 0 | ||||
Spell Preparation
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 Scores, DC, Bonus
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.
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
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:
If the book is destroyed or lost, you can recreate it using inks and paper during a long rest
| Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
Bold = Prepared Spell
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.