Pharmacist

Pharmacists are the modern day alchemists. They are trained chemists that know exactly what chemical mixtures will cure or kill any living organism. Pharmacists develop elixirs, pills, and topical ointments to create a variety of effects. They spend little time traveling and instead find a central place to study and work. Pharmacists will set up a shop and residency wherever they find themselves the most comfortable, even if it means in complete isolation. They have the luxury of people coming to them or just ordering from their inventory. In fact, they prefer to have their customers simply place an order online versus come to them in person. Unfortunately, their lack of exposure limits their experiences and it takes them longer to hone their craft.

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Healer

At 1st level, you can create healing tonics. As part of a short rest, and with a chemist’s kit, you can create tonics that restore 2D6+4 health points to any creature. You can create the number of tonics equal to your Wisdom score + 1.

At 10th level, you can create tonics that restore 2D10+6 health points to any creature. You can create the number of tonics equal to your Wisdom score + 2.

At 18th level, you can create tonics that restore 4D10 health points to any creature. You can create the number of tonics equal to your Wisdom score + 3.

Therapist

You have learned how to help patients in a variety of ways externally. At 3rd level, you can create a therapy ointment that bestows the user the ability to add 1D4 to any engagement roll or an ability check. It takes you a short rest and the use of a chemist’s kit to make the ointments and you can make the number of ointments equal to your Wisdom score.

At 10th level, your ointments are stronger. The target can roll 1D8.

At 18th level, your ointments are potent. The target can roll 1D12.

Apothecarist

You have learned how to not only prevent diseases but also create them. At 3rd level, you can spend two hours developing malady pills that will be able to cure any creature from being sickened, blinded, poisoned, deafened, diseased, or paralyzed. You can perform this with the use of a chemist’s kit and you can only create the number of pills equal to your Wisdom score.

At 8th level, you can create an ointment that causes anyone you touch to become ill. You create the ointment on a short rest. You can create as many ointments equal to your Wisdom score. The effect lasts until cured. When you make a successful engagement, the target must roll 1D10 after the damage roll. Use the following chart to determine the effect:

Poisoner

You’ve managed to not only create deadly toxins, but improved upon their delivery system. When you reach 9th level, during a short rest and with the chemist’s kit, you can create a lethal dose of a nerve agent called a zero toxin that can either paralyze or kill a target. The toxin can be applied to any melee weapon but only lasts for an hour. When you make a successful engagement with the weapon and apply damage, the target must roll 1D20. If the roll is equal to or greater than your character level, the target is paralyzed until the end of their next turn. If the roll is less than your character level, the target is reduced to 0 health points. Each weapon requires one specialty point in order to receive this benefit.

Alchemist

You have dabbled in the ancient recipes related to death. You have managed to create special potions that can literally prolong life. At 12th level, with two hours and the chemist’s kit, you can create the number of death wards equal to your Wisdom score that will help whoever drinks it stave death. Once consumed, the concoction will provide this benefit for 4 hours. Whenever a creature that has ingested the liquid is reduced to 0 health points, they will be reduced to 1 hit point instead. This does not protect against instant death effects, where no damage is dealt. The benefits can not be stacked; you can only drink one every 4 hours to get the benefit.

Senior Chemist

When you are at 20th level, you gain expertise to all Wisdom and Medicine checks. All specialties that took an action, now only take a secondary action. You can also add 1D4 to increase your specialty points (SP = your Wisdom score + any added bonus + 1D4).