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Apothecary Reanimator 5

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15 views2 pages

Apothecary Reanimator 5

Uploaded by

1582674
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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5 14

Artisan Apothecary

Human Reanimator 48 48 5d8

+2 30ft. Med. 14
+4
+3 18

+7

+7 light crossbow +6 1d8 + 2 piercing loading, 2 handed, range: 80/320

+3
-1 8 shortsword +6 1d6 + 2 piercing finesse, light
+7
dagger (2 count) +6 1d4 +2 piercing finesse, light, thrown: 20/60
+3
-1 +3 Bacterial Barrage +7 2d8(2d12) necrotic d12 if diseased, 30ft. range

-1 Shocking Grasp +7 2d8 lightning no opportunity attacks until their turn

+1 12
+2 14
Apothecary Magic: Intelligence Based, All of your spell slots Esoteric Theories:
+4 refresh when you finish a short or long rest. Rapid Response: Immediately before or after you cast a spell that
- Formula Book: You have a book or collection of notes that restores hit points to a creature, you move your speed without
contain your Apothecary spells. You may use it as a focus for provoking opportunity attacks.
+2 +1 your apothecary spells. If it is lost or destroyed, you can recreate Pharmacology: When you cast a spell that restores hit points to a
+1 it during a long rest. creature, an additional number of hit points equal to your
+2 - Elementary Reformation: Whenever you finish a long rest, you intelligence modifier are restored.
+4 can consult your formula book and replace 1 apothecary cantrip Vital Signs: When a creature within 30ft. of you fails ANY saving
+2 with another cantrip from the apothecary spell list. throw, you can add your intelligence modifier to the save,
+4 - Known Spells: You can change your list of known spells on a potentially turning the failure into a success. You must long rest
+2 long rest. before you can use it on the same creature again.
+1 Corpse-wrought creature.
You have constructed a companion from scavenged body parts
and brought it to life with your occult magic. The creature is
friendly to you and your companions, and it obeys your
commands. See its game statistics in the Corpsewrought
Creature stat block. You can determine the cosmetic choices of
the creature, but it has no effect on its game statistics.
+2 15 In combat, the creature shares your initiative count and goes
+0 10 immediately after you. It can only take the dodge action on its
turn unless you command it to take a different action as a bonus
action. If you are incapacitated, the creature can take any action
of its choice. If the creature has died within the last hour, you
+2 can use your healer's kit as an action to revive it. The creature
+0 returns to life 1 minute later with all of its hit points restored. At
the end of a long rest, you can create a new creature using your
+0 healer's kit. When you do, the first one immediately perishes.

+0
+0
+3 Human: Tough.
Your hit point maximum is increased by 2 per level.
Resourceful: you gain heroic inspiration when you finish a
long rest. Crafter.
Whenever you buy a non-magical item, you get a 20% discount.
Versatile: you have the Tough feat. When you finish a long rest, consult the table below. If you have
the associated tool, you can make one make shift item from the
Skilled: you have proficiency in perception list. This item lasts until you finish another long rest.
Carpenter's tools: ladder, torch
Smith's tools: ball bearings, caltrops, bucket, grapple hook, pot
simple weapons, shortswords, hand crossbows Weaver's Tools: Basket, Rope(50ft.), Net, Tent

doctor's bag, investigator's kit, herbalism kit, Carpenter's tools, Smith's


tools, Weaver's tools
Intelligence

+4

15

+7
3

0 guidance Action, 1 minute


0 light Action, 1 hour

0 bacterial barrage Action


1 Envenom Action, 1 minute
1 Cure Wounds Action

1 Detect Magic Action, 1 hour

1 False Life Action Reanimator spells


1 Inflict Wounds Action Reanimator spells
2 Biohazard Action, 1 minute

2 Invigorate Action, 1 hour Reanimator spells


0 Spare the Dying Action Reanimator spells
0 Shocking Grasp Action Reanimator spells
doctor's bag, 2 pouches, traveler's clothes
2 Gentle Repose Action, 10 days Reanimator spells
light crossbow, 20 bolts, crossbow bolt case, component pouch,
2 Aid Action, 24 hours hide armor, shortsword, 2 daggers, healer's kit(10 charges),
backpack, crowbar, caltrops, 2 flasks of oil, 10 days of rations,
rope, tinderbox, 10 torches, waterskin
0 Mending Action

3 Speak with Dead Action,10 minutes

3 Revivify Action 300gp diamond


3 Lightning Bolt Action Reanimator Spell

32

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