Apothecary (changes to healer subclass)

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loki285
Posts: 1
Joined: Mon Jan 31, 2022 9:18 am

Apothecary (changes to healer subclass)

Post by loki285 »

Basic fantasy changes to healer subclass

the goal is to make the healer subclass something playable


Apothecary


Level exp
1 0
2 3,000
3 6,000
4 12,000
5 24,000
6 48,000
7 80,000
8 150,000
9 300,000
10 450,000
11 600,000
12 750,000
13 900,000
14 1,050,000
15 1,200,000
16 1,350,000
17 1,500,000
18 1,650,000
19 1,800,000
20 1,950,000



Apothecary abilities





Basic hygiene
Apothecary’s always gain an additional +2 on saves vs. any sort of poison or disease.


Resistance balms
level 4

The Apothecary can get another element to create a Balm every other level
(4,6,8,10 etc.)
(Example: level 6 Apothecary has 2 types of balms they can use)

Balms give resistance to the respective elemental type at the cost of 250 Gp and an hour preparation

Within a place of learning or textbook an Apothecary can replace the damage types they have with the ones they have
(Textbook costs 100 Pp)
(DM notes: places of learning should be hard to get into for your players)

Roll 1d11
1 Cold
2 Acid
3 Dark
4 Fire
5 Psychic
6 Necrotic
7 Piercing
8 Poison
9 Light
10 Physical*

*damage type must be specified (bludgeoning, slashing, etc.)


at 5th level
Can use healing herbs and a bandage before they rest for the night (half affect if interrupted) to heal 1 party member 5% (10% with equipment) hp per level (level 5 healer can heal 1 party member up to 25% hp instead of 1d4+stuff (with equipment its 50%))




Doctor’s equipment 500 Gp
healing herb costs 5 Gp and gives the ability to heal 1d4+2 from sleeping.

Rushed work
A healer can tend to more people but requiring him to divide his attention
Example: a level 5 healer with equipment can heal one person up to 50% hp but can only heal 25% of 2 people etc.

Lacking
If you don’t have the resources, you heal 2% hp per level and 4% with Equipment


Diagnosis -can be used to find issues with living creatures physical or mental ailments and identify if an ailment is magical or not (doesn’t work on constructs, golems or slimes)

Level Humanoids Animals Exotic creatures Magical creatures
1 30 25 20 10
2 35 30 25 15
3 40 35 30 20
4 45 40 35 25
5 50 45 40 30
6 55 50 45 35
7 60 55 50 40
8 65 60 55 45
9 70 65 60 50
10 74 71 63 53
11 78 74 66 56
12 82 77 69 59
13 86 80 72 62
14 90 83 75 65
15 94 84 78 68
16 95 85 79 69
17 96 86 80 70
18 97 87 81 71
19 98 88 82 72
20 99 89 83 73

Doctors Equipment can add +5 to the check


Vital spots-Can cause non-lethal damage with any damage type

Overdose-can spend Gp to make poison of different potencies
25Gp 1d6
50Gp 2d6
75GP 3d6
100GP 4d6
etc. etc.
Single use unless the weapons or ability states other wise


Neutralize poison-can expend healing herbs to negate damaging 1,5 poison damage per level with a successful intelligence check
And a -4 to the roll if they don’t know the poison or its origins
(Level 10 healer can relieve 15 points of damage every time the poison does damage)




Healer spells
First level
Cure light wounds*
Sleep
Purify food and water
Remove fear
Second level
Cure disease
Cure Moderate wounds *
Water Breathing
Restore health
Slow poison
Third level
Cure serous Wounds*
Cure Blindness
Remove paralysis
Cripple
Hast
Fourth level
Cure critical wounds*
Neutralize Poison
Dispel magic
Create water
Remove Curse

Fifth level

True seeing
Stone to flesh
Create food

Sixth level
Heal
Regenerate
Restoration
Withering pox

Cure light wounds Range: Touch
Duration: instantaneous
heal 2d6+4
Or heal everyone in a 10ft for 1d4+1

Cure Moderate Wounds Range: touch
Duration: instantaneous
This spell works exactly like Cure Light Wounds
But add 2d6+2 or 2d4+2

Cure Critical Wounds Range: touch
Duration: instantaneous
This spell works exactly like Cure Light Wounds
But add 4d6+4 or 4d4+4
Tobias.W
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