diff --git a/class/KieruSnowbell; Apothecary.json b/class/KieruSnowbell; Apothecary.json new file mode 100644 index 0000000000..760e766a4d --- /dev/null +++ b/class/KieruSnowbell; Apothecary.json @@ -0,0 +1,1670 @@ +{ + "_meta": { + "sources": [ + { + "json": "KSnowbellApothecary", + "abbreviation": "APO", + "full": "Apothecary", + "authors": [ + "Kieru Snowbell" + ], + "version": "1.0", + "url": "https://docs.google.com/document/d/1gYahI0lTvR2X8GJKFmElQYKinyegoLPhpYHW-9VoRTc/edit", + "targetSchema": "1.0.0" + } + ], + "dateAdded": 1515780480, + "dateLastModified": 1658291759, + "_dateLastModifiedHash": "00ab287f5b" + }, + "class": [ + { + "name": "Apothecary", + "source": "KSnowbellApothecary", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "int", + "con" + ], + "optionalfeatureProgression": [ + { + "name": "Magical Mixture Limit", + "featureType": [ + "Magical Mixture Limit" + ], + "progression": [ + 0, + 2, + 2, + 2, + 4, + 4, + 4, + 4, + 6, + 6, + 6, + 6, + 8, + 8, 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vial|phb|empty vials}" + ], + "goldAlternative": "{@dice 3d4×10|3d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ], + "b": [ + "shortbow|phb", + "arrows (20)|phb" + ], + "c": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "alchemist's supplies|phb" + ], + "b": [ + "brewer's supplies|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "equipmentType": "weaponSimple" + } + ], + "b": [ + "shield|phb" + ] + }, + { + "_": [ + "explorer's pack|phb", + { + "item": "vial|phb", + "quantity": 30 + } + ] + } + ] + }, + "classTableGroups": [ + { + "colLabels": [ + "Mixture Level" + ], + "rows": [ + [ + 0 + ], + [ + 1 + ], + [ + 1 + ], + [ + 1 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ] + ] + }, + { + "subclasses": [ + { + "name": "Storm Crossbow", + "source": "KSnowbellApothecary" + } + ], + "colLabels": [ + "Carry Limit" + ], + "rows": [ + [ + 0 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 6 + ], + [ + 6 + ], + [ + 6 + ], + [ + 6 + ], + [ + 8 + ], + [ + 8 + ], + [ + 8 + ], + [ + 8 + ], + [ + 10 + ], + [ + 10 + ], + [ + 10 + ], + [ + 10 + ] + ] + } + ], + "classFeatures": [ + "Pocket Potion|Apothecary|KSnowbellApothecary|1", + "Portable Brewery|Apothecary|KSnowbellApothecary|1", + "Absent Concoction|Apothecary|KSnowbellApothecary|2", + "Magical Mixture|Apothecary|KSnowbellApothecary|2", + { + "classFeature": "Alchemical Weapon|Apothecary|KSnowbellApothecary|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Apothecary|KSnowbellApothecary|4", + "Centre of Mass|Apothecary|KSnowbellApothecary|5", + { + "classFeature": "Brewer's Bottle|Apothecary|KSnowbellApothecary|5", + "gainSubclassFeature": true + }, + { + "classFeature": "Alchemical Weapon feature|Apothecary|KSnowbellApothecary|6", + "gainSubclassFeature": true + }, + "Pocket Potion (d6)|Apothecary|KSnowbellApothecary|7", + "Ability Score Improvement|Apothecary|KSnowbellApothecary|8", + "Shared Drink|Apothecary|KSnowbellApothecary|9", + { + "classFeature": "Alchemical Weapon feature|Apothecary|KSnowbellApothecary|10", + "gainSubclassFeature": true + }, + "Exquisite Brew|Apothecary|KSnowbellApothecary|11", + "Ability Score Improvement|Apothecary|KSnowbellApothecary|12", + "Cleared Mind|Apothecary|KSnowbellApothecary|13", + "Pocket Potion (d8)|Apothecary|KSnowbellApothecary|13", + "Centre of Mass (d6)|Apothecary|KSnowbellApothecary|13", + { + "classFeature": "Alchemical Weapon feature|Apothecary|KSnowbellApothecary|14", + "gainSubclassFeature": true + }, + "Panacea|Apothecary|KSnowbellApothecary|15", + "Ability Score Improvement|Apothecary|KSnowbellApothecary|16", + { + "classFeature": "Brewer's Bottle Improvement|Apothecary|KSnowbellApothecary|17", + "gainSubclassFeature": true + }, + "Pocket Potion (d10)|Apothecary|KSnowbellApothecary|18", + "Ability Score Improvement|Apothecary|KSnowbellApothecary|19", + "Unmatched Medicine|Apothecary|KSnowbellApothecary|20" + ], + "subclassTitle": "Alchemical Weapon Schools" + } + ], + "subclass": [ + { + "name": "Apothecary of the Burst Bow", + "shortName": "Burst Bow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Burst Bow|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|5", + "Detonation Shot|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|6", + "Tagged Arrow|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|10", + "Meteor Shot|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Dragonflame Spear", + "shortName": "Dragonflame Spear", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Dragonflame Spear|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|5", + "Dragon's Tongue|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|6", + "Dragon's Splendor|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|10", + "Dragon's Breath|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Guardian Barrier", + "shortName": "Guardian Barrier", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Guardian Barrier|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|5", + "Alchemical Drench|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|6", + "Adaptive Surface|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|10", + "Earthen Wall|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Iceshard Prick", + "shortName": "Iceshard Prick", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Iceshard Prick|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|5", + "Frostshard|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|6", + "Chill to the Bone|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|10", + "Freezer Tactics|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Solar Beacon", + "shortName": "Solar Beacon", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Solar Beacon|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|5", + "Light the Way|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|6", + "Faith Shields|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|10", + "Heaven's Messenger|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Storm Crossbow", + "shortName": "Storm Crossbow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Storm Crossbow|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|5", + "Spellslinger|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|6", + "Quickdraw|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|10", + "Tempest Shot|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|17" + ] + }, + { + "name": "Apothecary of the Vampire's Edge", + "shortName": "Vampire's Edge", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassFeatures": [ + "Apothecary of the Vampire's Edge|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|3", + "Brewer's Bottle Option|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|5", + "Twin Fangs|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|6", + "Stem the Flow|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|10", + "Sip from the Glass|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|14", + "Brewer's Bottle Improvement Option|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|17" + ] + } + ], + "classFeature": [ + { + "name": "Pocket Potion", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 1, + "entries": [ + "The Apothecary is always prepared, and carries on their person multiple potions of their own design, with the intent of curing what ails others. As a bonus action, the Apothecary can give a creature within 5 feet a specialized potion, healing them for a {@dice d4} hit points.", + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "Your Pocket Potion die changes when you reach certain levels in this class. The die becomes a {@dice d6} at 7th level, a {@dice d8} at 13th level, and a {@dice d10} at 18th level." + ] + }, + { + "name": "Portable Brewery", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 1, + "entries": [ + "An Apothecary can create a number of simpler brews, ranging from most simple alcohols to basic antidotes for poison and paralysis. They require 2 hours of free time and the appropriate materials (DM's discretion).", + "For antidotes, they need an additional 2 hours if what caused the poison or paralysis is not something they have previously analyzed, and must succeed a DC 14 Wisdom (Nature) roll.", + "It takes 6 hours to analyze a poison or paralytic." + ] + }, + { + "name": "Absent Concoction", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 2, + "entries": [ + "At 2nd level, when the Apothecary takes a long rest, they may set up their Alchemist's Supplies or Brewer's Supplies to create a single item from their class features while they rest.", + "What the Apothecary creates with this feature must require 4 or less hours of free time, not require a skill check as part of its creation, and must be decided at the start of the long rest.", + "The item is not considered completed until the long rest is finished." + ] + }, + { + "name": "Magical Mixture", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 2, + "entries": [ + "At 2nd level, an Apothecary has discovered a way to convert the effects of spells into one-use magic-infused potions. Provided 4 hours of free time, the Apothecary can infuse the effects of a spell written on an existing spell scroll, or that he can watch someone cast, into a bottled liquid, using brewing materials costing 5 gold per level of the spell being infused. The highest level of spell which can be made into a Mixture is listed in Table: Apothecary.", + "These potions contain an unstable dosage of the Apothecary's own untamed magical abilities, causing them to react violently in the presence of other potions of the Apothecary's creation, though they grow more stable as the Apothecary's level increases, courtesy of them gradually refining this magic. However, when contact is made by someone other than their creator, the Mixtures become inert, and lose all magical properties, including the spell contained within. The Apothecary may drink this potion as an action, which grants them the ability to cast the infused spell at its lowest level once within 1 minute, ignoring material components unless they list a specific price and are consumed by the spell. Regardless of who casts it, the spell from a Magical Mixture uses the character's Intelligence as the spellcasting ability. Magical Mixtures weigh 1 pound for each level of the contained spell.", + "This feature also allows the Apothecary to read, but not cast, any Spell Scroll for which they can create a Mixture.", + "The Apothecary may only carry as many Mixtures as is defined by the Carry Limit in Table: Apothecary" + ] + }, + { + "name": "Alchemical Weapon", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "At 3rd level, the Apothecary has invested enough time into crafting a weapon perfected for their use. When the Apothecary acquires this feat, they select an Alchemical Weapon, and can spend 4 hours of free time upgrading the listed weapon into their Alchemical Weapon. They gain additional features based on their Alchemical Weapon at 6th, 10th, and 14th levels, as well as an additional option for the Brewer's Bottle feature. Alchemical Weapons are always treated as magic weapons, and can be enchanted, but may only be used by the Apothecary that created them.", + "Replacing a broken Alchemical Weapon requires the same amount of time, alongside another of the base weapon." + ] + }, + { + "name": "Ability Score Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 4, + "entries": [ + "When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Brewer's Bottle", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 5, + "entries": [ + "At 5th level, the Apothecary has devised a number of concoctions that can aid them in battle in unique ways. Assumed 4 hours of free time to make one, the Apothecary can create one of the following items, which can be thrown to a space within 30 feet on a DC 15 Strength (Athletics) check as an action. On failure, roll 1d8 to determine the direction the bottle deviates 10 feet, with 1 being directly north and following clockwise from there.", + "Potions made with Brewer's Bottle count against the Apothecary's Carry Limit, and become inert upon outside contact just like Magical Mixtures.", + { + "type": "entries", + "name": "Brewer's Bottle Options", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fleetfoot Brew", + "entries": [ + "This bottle holds an empowering chemical mixture, allowing the consumer to move more quickly on the battlefield. Whoever consumes this potion must succeed on a DC 12 Constitution save. On a success, they add 15 feet to their ground movement speed, and gain +1 Armor Class for 5 minutes. These effects do not stack with the Haste spell. On a failure, they are Poisoned until the end of their next turn.", + "This potion can be consumed as a bonus action and weighs 1 pound." + ] + }, + { + "type": "entries", + "name": "Guardian Brew", + "entries": [ + "This potion has been designed with the intent to prevent, rather than treat. Whoever consumes this potion makes a DC 12 Constitution save. They gain {@dice 2d8} plus their Constitution modifier temporary hit points for one hour, or half as much on a failed save.", + "This potion can be consumed as a bonus action and weighs 2 pounds." + ] + }, + { + "type": "entries", + "name": "Acidic Brew", + "entries": [ + "This bottle is filled with an acidic substance that activates upon contact with the air, burning anyone and anything that it comes into contact with. When throwing this brew at a creature, if you succeed the Athletics check, make a thrown weapon attack roll. If it hits, the bottle strikes the creature. If it misses, it lands on the ground at their feet. If the bottle strikes a creature, it takes {@dice 2d6} acid damage, and must succeed on a DC 15 Constitution save at the start of each of its turns or take an additional {@dice 2d4} acid damage. This effect persists for 1 minute.", + "If the bottle strikes an empty space, it creates a 5-foot diameter circle of acid that lasts 3 minutes and deals {@dice 2d6} acid damage to each creature that starts its turn in the area or moves through the area for the first time on each of its turns.", + "The bottle is thrown as an action and weighs 1 pound." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Centre of Mass", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 5, + "entries": [ + "At 5th level, the Apothecary has delved deeply into understanding the anatomy of monstrous creatures, searching fervently for a way to harness their natural abilities. While this has been a stunning failure it has at least yielded a better understanding of what parts would hurt most if they were cut off.", + "When making a weapon attack against a creature of Large size or greater, the Apothecary adds {@dice 1d4} to their damage dice, plus an additional {@dice 1d4} for each size greater than Large the affected creature is.", + "The die size is increased to {@dice d6} at 13th level." + ] + }, + { + "name": "Alchemical Weapon Feature", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 6, + "entries": [ + "At 6th level, you gain one feature granted by your Alchemical Weapon." + ] + }, + { + "name": "Pocket Potion (d6)", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 7, + "entries": [ + "At 7th level, your Pocket Potion die improves to a {@dice d6}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 8, + "entries": [ + "When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Shared Drink", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 9, + "entries": [ + "At 9th level, the Apothecary has finally nailed down what's causing the potions to go inert when they're attempted to be shared. Creatures other than the Apothecary may now consume and carry Magical Mixtures and Brewer's Bottles without nullifying them, though they may only carry half as many as the Apothecary themselves before the potions destroy themselves." + ] + }, + { + "name": "Alchemical Weapon Feature", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 10, + "entries": [ + "At 10th level, you gain one feature granted by your Alchemical Weapon." + ] + }, + { + "name": "Exquisite Brew", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 11, + "entries": [ + "At 11th level, the Apothecary has discovered a particular trick to enhance the ability of any healing potion. Provided 2 hours of free time, the Apothecary can enhance a healing potion, adding {@dice 1d4} plus their Intelligence modifier to the amount of hit points restored by the potion." + ] + }, + { + "name": "Ability Score Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 12, + "entries": [ + "When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Centre of Mass (d6)", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 13, + "entries": [ + "At 13th level, your Centre of Mass damage die improves to a {@dice d6}." + ] + }, + { + "name": "Cleared Mind", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 13, + "entries": [ + "At 13th level, the Apothecary has refined their ability to create Magical Mixtures. These potions now include an inherent ability to calm the user's mind, allowing any mental ability to be used as the spellcasting ability for a Magical Mixture created after the Apothecary acquires this feature." + ] + }, + { + "name": "Pocket Potion (d8)", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 13, + "entries": [ + "At 13th level, your Pocket Potion die improves to a {@dice d8}." + ] + }, + { + "name": "Alchemical Weapon Feature", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 14, + "entries": [ + "At 14th level, you gain one feature granted by your Alchemical Weapon." + ] + }, + { + "name": "Panacea", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 15, + "entries": [ + "At 15th level, the Apothecary has refined their craft such that they can create a true cure-all potion. Provided 4 hours of free time, the Apothecary can spend materials costing 30 gold to create a panacea, a potion that, when consumed as a bonus action or fed to another creature as an action, will cure the Incapacitated, Paralyzed, Petrified, and Poisoned conditions, alongside curing the Blinded and Deafened conditions on a successful DC 21 Constitution save." + ] + }, + { + "name": "Ability Score Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 16, + "entries": [ + "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Brewer's Bottle Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 17, + "entries": [ + "At 17th level, an Apothecary's abilities are truly becoming extraordinary. They can now form enhanced versions of their previous concoctions, alongside a new one, with their Brewer's Bottle feature.", + { + "type": "entries", + "name": "New Brewer's Bottle Options", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hastestep Brew", + "entries": [ + "This bottle holds an empowering chemical mixture, allowing the consumer to move more quickly on the battlefield. Whoever consumes this potion must succeed on a DC 15 Constitution save. On a success, they add 25 feet to their ground movement speed, and gain +2 Armor Class for 5 minutes. These effects do not stack with the Haste spell. On a failure, they are Poisoned until the end of their next turn.", + "This potion can be consumed as a bonus action and weighs 2.5 pounds." + ] + }, + { + "type": "entries", + "name": "Vanguard Brew", + "entries": [ + "This potion has been designed with the intent to prevent, rather than treat. Whoever consumes this potion makes a DC 15 Constitution save. They gain {@dice 3d10} plus twice their Constitution modifier temporary hit points for one hour, or half as much on a failed save.", + "This potion can be consumed as a bonus action and weighs 4 pounds." + ] + }, + { + "type": "entries", + "name": "Alchemic Fire Brew", + "entries": [ + "This bottle is filled with an acidic substance that activates upon contact with the air, burning anyone and anything that it comes into contact with. When throwing this brew at a creature, if you succeed the Athletics check, make a simple thrown weapon attack roll. If it hits, the bottle strikes the creature. If it misses, it lands on the ground at their feet. If the bottle strikes a creature, it takes {@dice 3d6} acid damage, and must succeed on a DC 18 Constitution save at the start of each of its turns or take an additional {@dice 3d4} acid damage. This effect persists for 1 minute.", + "If the bottle strikes an empty space, it creates a 5-foot diameter circle of acid that lasts 3 minutes and deals {@dice 3d6} acid damage to each creature that starts its turn in the area or moves through the area for the first time on each of its turns.", + "The bottle can be thrown as an action and weighs 3 pounds." + ] + }, + { + "type": "entries", + "name": "Dragonfire Brew", + "entries": [ + "This potion is a true feat of alchemical skill, granting the consumer one of a dragon's most iconic tools - their breath weapon.", + "This brew requires a dragon scale to make, and grants the consumer a breath weapon according to the color of scale used. The breath weapon requires an action to use, is a DC 18 Dexterity save, will always be a 5 by 20 foot line in front of the user, and will deal {@dice 4d10} damage of the appropriate type to all caught in the area or half as much on a successful save.", + "The breath weapon can be used thrice within 5 rounds of consuming the potion.", + "The potion can be consumed as a bonus action and weighs 2.5 pounds." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Pocket Potion (d10)", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 18, + "entries": [ + "At 18th level, the die for your Pocket Potion increases to a {@dice d10}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 19, + "entries": [ + "When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Unmatched Medicine", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "level": 20, + "entries": [ + "At the 20th level, the Apothecary has determined a way to make a curative potion effective at range. All Healing potions can now be thrown as a 20/60 range simple finesse weapon, healing their full amount on a successful hit and not benefitting from a critical hit.", + "Additionally, Pocket Potion has unlimited uses and can be used on an ally up to 20 feet away, but can only be used in combat." + ] + } + ], + "subclassFeature": [ + { + "name": "Apothecary of the Burst Bow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Burst Bow are those who have decided to modify their shortbow to fire volleys of explosive arrows. A Burst Bow is a {@item shortbow|phb} that deals {@dice 1d8} piercing damage; weighs 3 pounds; and has the ammunition (80/320), and two-handed properties.", + { + "type": "refSubclassFeature", + "subclassFeature": "Flare Shot|Apothecary|KSnowbellApothecary|Burst Bow|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Flare Shot", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "When an Apothecary of the Burst Bow successfully hits an opponent with an arrow fired from the Burst Bow, the Apothecary may roll a DC 12 Intelligence (Arcana) check. Should they succeed, the target and all characters within 5 feet must succeed a Dexterity save (DC 8 + Proficiency bonus + Intelligence Modifier) or take {@dice 1d6} fire damage." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Burst Bow grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Burst Brew", + "entries": [ + "This potion is incredibly volatile, exploding when enough energy is exerted upon it. All characters within a 10 foot radius must succeed a DC 15 Dexterity save, or take {@dice 3d6} fire damage, taking half as much on a successful save.", + "The potion can be thrown as an action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Detonation Shot", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "The Apothecary of the Burst Bow knows that all explosions are glorious, not just their own. When the Apothecary of the Burst Bow successfully hits a creature with the Burst Bow, they may detonate one random explosive or otherwise volatile substance in that creature's possession.", + "In addition, the DC to save against Flare Shot increases by 2, and it now deals {@dice 2d6} fire damage." + ] + }, + { + "name": "Tagged Arrow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "The Apothecary of the Burst Bow may lay waste to a foe's mobility, allowing them to create space between themselves and their foe. When the Apothecary successfully hits a creature with the Burst Bow, they may hamper the target's movement, causing them to treat normal terrain as difficult terrain, and difficult terrain as impassable, until the Apothecary's next turn. They can use this feature a number of times between long rests equal to their proficiency bonus.", + "In addition, Flare Shot now deals half damage on a successful save, becomes a 10 foot radius, and now deals {@dice 3d8} fire damage." + ] + }, + { + "name": "Meteor Shot", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Burst Bow may rain arrows down upon a foe as if from a meteor. The Apothecary no longer suffers disadvantage due to distance from a creature when making attacks with the Burst Bow, so long as they are within 160 feet. Creatures struck with an arrow from the Burst Bow must succeed on a DC 18 Strength save or be knocked prone. The Apothecary no longer receives disadvantage when attacking a prone target with the Burst Bow, instead receiving advantage.", + "In addition, the DC to save against Flare Shot increases by 2, it becomes a 15 foot radius, and now deals {@dice 4d8} fire damage." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Burst Bow", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Burst Bow grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Volcano Brew", + "entries": [ + "This potion is incredibly volatile, exploding when enough energy is exerted upon it. All characters within a 10 foot radius must succeed a DC 18 Dexterity save or take {@dice 4d8} fire damage, taking half as much on a successful save.", + "The potion can be thrown as an action and weighs 3 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Dragonflame Spear", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Dragonflame Spear are those who have decided to modify their spear into a flame-spitting draconic facsimile. A Dragonflame Spear is a {@item spear|phb} that deals {@dice 1d8} piercing damage; weighs 5 pounds; and has the thrown (20/60) and versatile (1d10) properties.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dragon's Claw'|Apothecary|KSnowbellApothecary|Dragonflame Spear|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Dragon's Claw'", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "The Dragonflame Spear is coated in flame, burning the wounds it creates. When the Apothecary of the Dragonflame Spear successfully hits a creature with an attack using the Dragonflame Spear, the target must succeed on a Constitution save (DC 8 + Proficiency Bonus + Intelligence Modifier) or take {@dice 1d6} fire damage." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Dragonflame Spear grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Warrior's Brew", + "entries": [ + "This bottle contains an invigorating mix of herbs and potent magicks to enhance the drinker's ability on the field of combat. Upon drinking this potion, the consumer must succeed on a DC 15 Constitution save. On a success, they gain a +1 bonus to attack and damage rolls for 1 minute.", + "The potion can be consumed as a bonus action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Dragon's Tongue", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "A flowing, flickering flame never burns its foe only once. When the Apothecary of the Dragonflame Spear uses the Attack action, if they make an attack with the Dragonflame Spear, they may make a second attack with it as part of that same action.", + "This does not stack with the Extra Attack feature.", + "In addition, Dragon's Claw deals {@dice 1d6} additional fire damage." + ] + }, + { + "name": "Dragon's Splendor", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "As an action, the Dragonflame Spear shines brightly with golden flame, before bursting outwards around the wielder. Everyone (except the Apothecary of the Dragonflame Spear) in a 20ft radius must succeed on a DC 17 Dexterity saving throw or take {@dice 3d4} fire damage and suffer disadvantage on their next attack roll.", + "The Apothecary of the Dragonflame Spear can use this a number of times between long rests equal to their Intelligence modifier.", + "In addition, the DC for Dragon's Claw increases by 3." + ] + }, + { + "name": "Dragon's Breath", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Dragonflame Spear has channeled the very being of dragons themselves. Regardless of if an attack hits or not, they can send flame forth in a 10 foot cone from their attack target. The target and anyone caught in the flames must succeed a DC 18 Dexterity save or take {@dice 2d6} fire damage, taking half on success.", + "In addition, Dragon's Claw ignores resistance to fire damage, and treats immunity to fire damage as though it were resistance." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Dragonflame Spear", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Dragonflame Spear grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Champion's Brew", + "entries": [ + "This bottle contains an invigorating mix of herbs and potent magicks to enhance the drinker's ability on the field of combat. Upon drinking this potion, the consumer must succeed on a DC 18 Constitution save. On a success, they gain a +2 bonus to attack and damage rolls for 1 minute.", + "The potion can be consumed as a bonus action and weighs 3 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Guardian Barrier", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Guardian Barrier are those who have decided to modify their shield into a nigh-indestructible wall. A Guardian Barrier is a {@item shield|phb} that weighs 5 pounds and grants +3 to your AC.", + { + "type": "refSubclassFeature", + "subclassFeature": "Guardian Protection|Apothecary|KSnowbellApothecary|Guardian Barrier|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Guardian Protection", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "The Apothecary of the Guardian Barrier places the safety of their allies above even themselves. As a reaction, when a creature within 5 feet of the Apothecary is attacked, the Apothecary may grant them the AC bonus of the Guardian Barrier and its features against that attack alone.", + "This AC bonus replaces any bonus AC they're receiving from a shield, if they have one." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Guardian Barrier grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Stoneshell Brew", + "entries": [ + "This bottle contains a somewhat chunky fluid that, when consumed, causes the subject's body to begin to harden as if made of rock. Upon consuming, the subject must succeed on a DC 15 Constitution save. On a success, for 5 minutes, the creature is treated as wearing light armor which grants 4 Armor Class with no maximum Dexterity bonus, but loses 10 feet of movement speed. On a failure, the creature still gains the armor benefit, but loses 25 feet of movement speed.", + "The potion can be consumed as an action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Alchemical Drench", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "An Apothecary of the Guardian Barrier has developed a potion to further strengthen their shield. As a bonus action, they can expend one use of their Pocket Potion. Roll the Pocket Potion die, and they gain AC equal to the result until their next turn." + ] + }, + { + "name": "Adaptive Surface", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "Further improvements to the Guardian Barrier have allowed the Apothecary of the Guardian Barrier to adapt their necessary defenses to their foes. When damaged by an attack or spell, you gain resistance to that damage type(s) for 2 rounds or until hit with a different damage type." + ] + }, + { + "name": "Earthen Wall", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Guardian Barrier has developed a combination of mixtures that would allow them to rouse the very earth itself. As an action, and on a successful DC 18 Intelligence (Arcana) check, the Apothecary of the Guardian Barrier can create a wall up to 25 feet long and 5 feet thick, originating from them.", + "This wall has 75 HP and 18 AC, crumbling entirely when broken through. The area the wall occupied then becomes difficult terrain until cleared.", + "The Apothecary of the Guardian Barrier can only use this feature once before taking a long rest." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Guardian Barrier", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Guardian Barrier grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ironskin Brew", + "entries": [ + "This bottle contains a somewhat chunky fluid that, when consumed, causes the subject's body to begin to harden as if made of metal. Upon consuming, the subject must succeed on a DC 18 Constitution save. On a success, for 5 minutes, the creature is treated as wearing light armor which grants 5 Armor Class with no maximum Dexterity bonus, but loses 10 feet of movement speed. On a failure, the creature still gains the armor benefit, but loses 25 feet of movement speed.", + "The potion can be consumed as an action and weighs 2.5 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Iceshard Prick", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Iceshard Prick are those who have decided to modify their dagger into an avatar of piercing cold. An Iceshard Prick is a {@item dagger|phb} that deals {@dice 1d6} piercing damage; weighs 2 pounds; and has the light, finesse, and thrown (20/60) properties.", + { + "type": "refSubclassFeature", + "subclassFeature": "Winter's Grasp|Apothecary|KSnowbellApothecary|Iceshard Prick|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Winter's Grasp", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "When the Apothecary of the Iceshard Prick hits a creature with this weapon, that creature must succeed on a Constitution saving throw (DC 6 + Proficiency Bonus + Intelligence Modifier) or gain one point of exhaustion.", + "Creatures that have resistance to or are immune to cold damage are unaffected by this feature, and the point of exhaustion is applied after weapon damage is calculated." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Iceshard Prick grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Iceberg Brew", + "entries": [ + "This bottle is full of an icy-blue liquid that leaves the container cold to the touch. When the bottle breaks, exposing the contents to the air, they rapidly expand and solidify into a pillar of ice that lasts 3 rounds. The pillar appears in a 15-foot by 15-foot square space, with the bottle's point of impact in the center. Anyone within that radius during the pillar's appearance must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning and {@dice 2d4} cold damage. Regardless of if they succeed, they are pushed to just outside the pillar's space. The pillar creates 5 feet of difficult terrain around itself, which will persist in that area and what was the pillar's space until one round after the pillar disappears.", + "This potion can be thrown as an action and weighs 1.5 pounds." + ] + } + ] + } + ] + }, + { + "name": "Frostshard", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "The Iceshard Prick can generate a sheathe of ice so as to launch at your foes. When you make a thrown weapon attack with the Iceshard Prick, you may instead launch a dagger of ice that deals {@dice 1d4} cold damage, and is treated as the Iceshard Prick for purposes of applying features and weapon effects.", + "In addition, creatures that have resistance to cold damage are no longer immune to Winter's Grasp, instead having advantage on the saving throw." + ] + }, + { + "name": "Chill to the Bone", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "The Apothecary of the Iceshard Prick has refined their technique to take advantage of weary foes. When they make an attack against a creature, they can make another attack on that creature with the Iceshard, which does not stack with the Extra Attack feature.", + "In addition, creatures struck with the Iceshard take {@dice 1d6} cold damage, increased by another {@dice 1d6} for each point of exhaustion that creature has. The DC for Winter's Grasp also increases by 3." + ] + }, + { + "name": "Freezer Tactics", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Iceshard Prick has further improved their mastery with their unconventional fighting style, and the iron of their blade has grown ever colder. Creatures affected by Winter's Grasp now take {@dice 1d6} cold damage at the start of their turn for each point of exhaustion they have. They stop taking this damage if they have not received a point of exhaustion in 3 rounds.", + "In addition, creatures that have resistance to cold damage are no longer resistant to Winter's Grasp, making the roll as normal, while creatures with immunity to cold damage are no longer immune, instead having advantage on the saving throw." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Iceshard Prick", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Iceshard Prick grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Iceshelf Brew", + "entries": [ + "This bottle is full of an icy-blue liquid that leaves the container cold to the touch. When the bottle breaks, exposing the contents to the air, they rapidly expand and solidify into a pillar of ice that lasts 5 rounds. The pillar appears in a 25-foot by 25-foot square space, with the bottle's point of impact in the center. Anyone within that radius during the pillar's appearance must succeed on a DC 18 Dexterity saving throw or take {@dice 2d6} bludgeoning and {@dice 2d6} cold damage. Regardless of if they succeed, they are pushed to just outside the pillar's space. The pillar creates 10 feet of difficult terrain around itself, which will persist in that area and what was the pillar's space until one round after the pillar disappears.", + "This potion can be thrown as an action and weighs 4 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Solar Beacon", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Solar Beacon are those who have decided to modify their mace into a glowing beacon of divine light. A Solar Beacon is a {@item mace|phb} that deals {@dice 1d8} bludgeoning damage and weighs 6 pounds.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cleansing Radiance|Apothecary|KSnowbellApothecary|Solar Beacon|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Cleansing Radiance", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "The Apothecary of the Solar Beacon may raise their weapon aloft as an action, allowing it to glow with a calming light, cleansing the wounds of those around them. All living creatures within 10 feet of the Apothecary are healed for {@dice 1d6} plus the Apothecary's Constitution modifier.", + "The Apothecary of the Solar Beacon can use this feature a number of times between long rests equal to their Intelligence modifier." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Solar Beacon grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tempest Brew", + "entries": [ + "This bottle contains a bright yellow liquid that seems to glow faintly. When broken, exposing the contents to the air, they form a massive, brightly glowing yet non-solid pillar, lasting 6 rounds. All creatures within 40 feet of the pillar must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls made while the pillar of light is active.", + "The potion can be thrown as an action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Light the Way", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "The Apothecary of the Solar Beacon is a vanguard that leads the charge against their foes. When the Apothecary of the Solar Beacon makes a weapon attack with the Solar Beacon, they may expend one use of their Pocket Potion. If the attack hits, the target takes additional radiant damage equal to the Pocket Potion die, and the Apothecary is healed for the amount of radiant damage dealt this way.", + "In addition, Cleansing Radiance heals for an additional {@dice 1d6}, and will only affect creatures of the Apothecary's choice." + ] + }, + { + "name": "Faith Shields", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "The Apothecary of the Solar Beacon is a guardian not only for themselves, but those around them. When the Apothecary uses Cleansing Radiance, all creatures that regain hit points from it gain an additional 1 Armor Class until the end of the Apothecary's next turn. Creatures that already have additional Armor Class from Faith Shields are immune to this effect.", + "In addition, Cleansing Radiance becomes a 15 foot radius, and the dice are increased to {@dice d8}s." + ] + }, + { + "name": "Heaven's Messenger", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Solar Beacon is as an angel descended from the heavens above. When the Apothecary uses Cleansing Radiance, they may gain a 40 ft. fly speed for 2 rounds. While they possess this fly speed, creatures struck with the Solar Beacon take {@dice 3d8} radiant damage.", + "The Apothecary can use this feature twice between long rests.", + "In addition, Cleansing Radiance heals for an additional {@dice 1d8}, and becomes a 20 foot radius." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Solar Beacon", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Solar Beacon grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heaven's Gate Brew", + "entries": [ + "This bottle contains a bright yellow liquid that seems to glow faintly in even the most oppressive darknesses. When broken, exposing the contents to the air, they form a massive, brightly glowing yet non-solid pillar, lasting 1 minute. All creatures within 60 feet of the pillar must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls made while the pillar of light is active.", + "The potion can be thrown as an action and weighs 2.5 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Storm Crossbow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Storm Crossbow are those who have decided to modify their light crossbow into a devastating engine of tempestual might. A Storm Crossbow is a {@item light crossbow|phb} that deals {@dice 1d10} piercing damage; weighs 11 pounds; and has the ammunition (80/320), heavy, loading, and two-handed properties.", + { + "type": "refSubclassFeature", + "subclassFeature": "Incarnation of Storms|Apothecary|KSnowbellApothecary|Storm Crossbow|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Incarnation of Storms", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "One's aim is gradually refined with repetition, and will grow finer still. When the Apothecary of the Storm Crossbow makes an attack with the Storm Crossbow, if they have not moved from the location they last fired it, they may take advantage on the attack roll, but the attack cannot critically hit if they do.", + "When you use this feature, you must move before you can benefit from this feature again." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Storm Crossbow grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tempest Brew", + "entries": [ + "This bottle holds a devastating alchemical whirlwind that bursts free in all directions when detonated. All characters within a 10 foot radius of the detonation must make a DC 18 Dexterity save, or take {@dice 2d8} bludgeoning damage and be pushed back 15 feet from the center of the blast, taking half damage on a successful save.", + "This potion can be thrown as an action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Spellslinger", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "An Apothecary of the Storm Crossbow can enchant their heavy bolts with the spell contained within a Magical Mixture.", + "Enchanting the heavy bolt requires an action and succeeding a DC 15 Intelligence (Arcana) check, the spell must be of level 3 or lower, and this process consumes the Magical Mixture. An enchanted bolt lasts 8 hours before the enchantment fades.", + "To utilize such a bolt, make a weapon attack against a target with the Storm Crossbow. On a hit, the target receives normal weapon damage and the spell is cast, targeting or centered on them, whichever is applicable. On a miss, the bolt is destroyed and the spell is not cast." + ] + }, + { + "name": "Quickdraw", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "The Apothecary of the Storm Crossbow has refined their ability to reset the crossbow, allowing them to reset and load a bolt quick enough to fire it soon after. When the Apothecary uses the Attack action, if they make an attack with the Storm Crossbow, they may make a second attack with it as part of that same action (ignoring the loading property).", + "The Apothecary cannot move during a turn they make use of this feature." + ] + }, + { + "name": "Tempest Shot", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "The Apothecary of the Storm Crossbow has discovered one simple thing: Few can withstand a windstorm. The Apothecary can now fire bolts laid with Tempest Brews, causing a Tempest Brew effect at the target location. If the target is a creature, roll an attack against them. On a hit, they take normal weapon damage and the Tempest Brew is centered on them (but treated as in front of them). On a miss, the Tempest Brew is centered five feet behind them (relative to the attacker).", + "This feature does not require the Apothecary to possess a Tempest Brew, and does not consume one if they do." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Storm Crossbow", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Storm Crossbow grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Maelstrom Brew", + "entries": [ + "This bottle holds a devastating alchemical whirlwind that bursts free in all directions when detonated. All characters within a 10 foot radius of the detonation must make a DC 20 Dexterity save, or take {@dice 3d10} bludgeoning damage and be pushed back 15 feet from the center of the blast, taking half damage on a successful save.", + "This potion can be thrown as an action and weighs 2.5 pounds." + ] + } + ] + } + ] + }, + { + "name": "Apothecary of the Vampire's Edge", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "entries": [ + "The Apothecaries of the Vampire's Edge are those who have decided to modify their sickle into a sanguine weapon that thrives in bloody combat. A Vampire's Edge is a {@item sickle|phb} that deals {@dice 1d6} slashing damage, weighs 3 pounds, and has the light property.", + { + "type": "refSubclassFeature", + "subclassFeature": "Blood Flow|Apothecary|KSnowbellApothecary|Vampire's Edge|KSnowbellApothecary|3" + } + ] + }, + { + "name": "Blood Flow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 3, + "header": 1, + "entries": [ + "When the Apothecary of the Vampire's Edge successfully hits a creature with the Vampire's Edge, they open a lasting wound that continues to bleed the target dry. The affected creature takes additional necrotic damage equal to the Apothecary's proficiency bonus, and receives the same amount of damage at the start of each of their turns for a number of rounds equal to the Apothecary's Intelligence modifier.", + "Creatures may only be affected by a single instance of Blood Flow at a time." + ] + }, + { + "name": "Brewer's Bottle Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 5, + "header": 2, + "entries": [ + "The Apothecaries of the Vampire's Edge grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tempest Brew", + "entries": [ + "The bottle is filled with a sickly, red liquid. When exposed to the air, it reeks of the metallic scent of blood, and boasts a similar taste when drunk. Upon drinking this potion, the consumer must succeed on a DC 15 Constitution saving throw. On a success, for the next 5 rounds, when the consumer succeeds on a weapon attack, they are healed for the amount rolled on their weapon's damage dice. On a failure, the consumer takes {@dice 2d6} necrotic damage as they begin coughing up blood.", + "This potion can be consumed as a bonus action and weighs 1 pound." + ] + } + ] + } + ] + }, + { + "name": "Twin Fangs", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 6, + "header": 2, + "entries": [ + "A second strike, a second bleeding target. When the Apothecary of the Vampire's Edge takes the Attack action, if they make an attack with the Vampire's Edge, they may make an additional attack with the Vampire's Edge as part of that action. This attack is made against a creature of the Apothecary's choice within 30 feet, deals {@dice 1d4} necrotic damage rather than the normal damage, and does not stack with the Extra Attack feature.", + "This attack benefits from, and applies, Blood Flow.", + "In addition, Blood Flow lasts for an additional 2 rounds." + ] + }, + { + "name": "Stem the Flow", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 10, + "header": 2, + "entries": [ + "As an action, the Apothecary of the Vampire's Edge may violently close the wounds created by Blood Flow on any number of targets within 10 feet, ending Blood Flow's effect on them and dealing necrotic damage to them equal to half of Blood Flow's damage, multiplied by the number of rounds of Blood Flow that creature had remaining.", + "In addition, Blood Flow deals additional damage equal to the Apothecary's Intelligence Modifier." + ] + }, + { + "name": "Sip from the Glass", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 14, + "header": 2, + "entries": [ + "Twice per round, when a creature within 20 feet takes damage at the start of its turn due to Blood Flow, the Apothecary of the Vampire's Edge may regain a number of hit points equal to the amount of necrotic damage dealt to that creature by Blood Flow.", + "In addition, Blood Flow lasts for an additional 3 rounds." + ] + }, + { + "name": "Brewer's Bottle Improvement Option", + "source": "KSnowbellApothecary", + "className": "Apothecary", + "classSource": "KSnowbellApothecary", + "subclassShortName": "Vampire's Edge", + "subclassSource": "KSnowbellApothecary", + "level": 17, + "header": 2, + "entries": [ + "The Apothecaries of the Vampire's Edge grant you an additional option for your Brewer's Bottle feature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Vampire Brew", + "entries": [ + "The bottle is filled with a sickly red liquid that glows softly. When exposed to the air, it reeks of the metallic scent of blood, boasting a similar taste when drunk. Upon drinking it, the consumer must succeed on a DC 18 Constitution saving throw. On a success, for the next minute, when they succeed on a weapon attack, they are healed for the amount of piercing, bludgeoning, and slashing damage dealt by the weapon (Features such as Sneak Attack and Centre of Mass do not apply). On a failure, the consumer takes {@dice 3d8} necrotic damage as they begin coughing up blood.", + "This potion can be consumed as a bonus action and weighs 2.5 pounds." + ] + } + ] + } + ] + } + ] +}