Pharmacist
Lv6: You can craft drugs that cure or inflict non-major conditions¹
Lv7: When a healing drug is injected add 1d8 to that creatures next roll, harming drugs subtract a d8--d12
Lv8: You can imbue your drugs with magical conditions*3 from spells you know--you may delay their activation to trigger at any time within one minute
Lv9: You can create drugs that double one ability score’s modifier (up to half your Medicine modifier) while halving another random*4 ability score--you choose which stat is halved instead
Lv10: When making drugs you can cleanly mix two effects instead of rolling randomly--up to three drug effects can be active in a creature at once
Lv11:
Lv12:
Lv13:
Lv14:
Lv15: Amplify all Pharmacist Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1 Affects Bleeding , Blinded, Burning, Charmed, Conditional Poison, Deafened, Exhaustion, Fearful, Minor Injuries, and Poisoned; tiered effects cannot exceed Tier 3. Harmful doses are resisted by a Constitution Saving Throw with DC = 8 + Wis + Prof. Crafting time is 1 hour with a Medicine Kit and 10 minutes with a Medical Bay.
*2 Affects
*3 Magical Conditions are conditions that are cause by spells. E.g Haste given by the Haste spell. When imbuing a drug you can only put in the condition given by the lowest casting level available for that spell. The Spell Save DC is still based on you casting the spell normally, however the Save is always constitution and is rolled at the same time as the Save for resisting the original drug.
*4 The randomization is based on a d6 that is rolled when the drug is administer. 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelegence, 5-Wisdom, 6-Charisma. This can lead to you halving the stat for the modifier you're doubling. Use with caution.
Lv7: When a healing drug is injected add 1d8 to that creatures next roll, harming drugs subtract a d8--d12
Lv8: You can imbue your drugs with magical conditions*3 from spells you know--you may delay their activation to trigger at any time within one minute
Lv9: You can create drugs that double one ability score’s modifier (up to half your Medicine modifier) while halving another random*4 ability score--you choose which stat is halved instead
Lv10: When making drugs you can cleanly mix two effects instead of rolling randomly--up to three drug effects can be active in a creature at once
Lv11:
Lv12:
Lv13:
Lv14:
Lv15: Amplify all Pharmacist Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1 Affects Bleeding , Blinded, Burning, Charmed, Conditional Poison, Deafened, Exhaustion, Fearful, Minor Injuries, and Poisoned; tiered effects cannot exceed Tier 3. Harmful doses are resisted by a Constitution Saving Throw with DC = 8 + Wis + Prof. Crafting time is 1 hour with a Medicine Kit and 10 minutes with a Medical Bay.
*2 Affects
*3 Magical Conditions are conditions that are cause by spells. E.g Haste given by the Haste spell. When imbuing a drug you can only put in the condition given by the lowest casting level available for that spell. The Spell Save DC is still based on you casting the spell normally, however the Save is always constitution and is rolled at the same time as the Save for resisting the original drug.
*4 The randomization is based on a d6 that is rolled when the drug is administer. 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelegence, 5-Wisdom, 6-Charisma. This can lead to you halving the stat for the modifier you're doubling. Use with caution.

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