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Apothecary Reanimator 14

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12 views3 pages

Apothecary Reanimator 14

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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Apothecary 15 Reanimator Unwritten One Jack H.

CLASS & LEVEL BACKGROUND PLAYER NAME


Ogham Nietsneknarf
Human(Varient) Neutral Good null
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 Whenever I have a new idea, I
+0 ARMOR
+3 30ft. get wildly excited until I come
CLASS up with another better idea
+5 PROFICIENCY BONUS INITIATIVE SPEED

10 PERSONALITY TRAITS
145 : Me | 75 : construct
Hit Point Maximum
+0 Strength
DEXTERITY +3 Dexterity
134 to me | 75 to construct I prefer the less traveled path. I am
fascinated by the many ways that magic and
science interact
+3 ●


+9

+10
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

17 ● +8 Wisdom
I find magic in all it's forms to be compelling.
+1 Charisma
0 to me | 0 to construct the more magical a place, the more I am
CONSTITUTION drawn to it.
SAVING THROWS
TEMPORARY HIT POINTS
+5 BONDS

+3 Acrobatics (Dex) Total 15d8 SUCCESSES Sometimes you have to make sacrifices to prove a
20 +3 Animal Handling (Wis) 15d8 hypothesis. Sometimes those sacrifices are
FAILURES people's lives. A worthy cost for science, no?
● +10 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +0 Athletics (Str)

+5 +1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● +10 History (Int) Exhaustion: 0/6
shortsword +10 1d6+5slash+5poison
20 +3 Insight (Wis) Contamination: 0/6
+1 Intimidation (Cha) Conditions:
WISDOM ● +10 Investigation (Int) Feats
+3 Medicine (Wis) Great Weapon Master
+3 ● +10 Nature (Int)
Potions Expert: 1 potion of
+1 attack
Perception (Wis)
16
+3
+5 poison dmg supreme healing(16d4+16) per
Performance (Cha)
+1
+10 to hit long rest(inert at start of a long
+1 Persuasion (Cha)
CHARISMA 1d6+5 slashing + 5 poison rest)
+5 Religion (Int)
damage Medical Expert: on long rest,
+1 +3 Sleight of Hand (Dex)
-1 harmful condition,
● +8 Stealth (Dex)
12 exhaustion or one disease.
● +8 Survival (Wis)
Apothecary Features
SKILLS ATTACKS & SPELLCASTING
Formula Book(spell book)
(can recreate on long rest)
18 PASSIVE WISDOM (PERCEPTION)
light crossbow(20 bolts), Esoteric Theories(8):
CP
shortswords (scalpel)(2),
daggers(knife)(2), component - Nerve Agent(psychic dmg)
Light, medium armor, simple SP
pouch, healer's kit, traveler's - Venomous Instruments(+5
clothes, hooded cloak,
weapons, shortsword, hand Backpack: (pouch, book of lore, dmg)
EP a bottle of ink, quill, 10 sheets of - Anatomical Precision(int
crossbow Martial Weapons, parchment, a little bag of sand,
Shields healer's kit, alchemist's small knife, alchemist's supplies) attacks and damage)
supplies, herbalist's kit, flute
GP 50 Hammer of Thunderbolts - Combat Medic(Prof. w/
Belt of Cloud Giant Strength
Gauntlets of Ogre Power Shields+Martial Weapons)
PP Chain Shirt Shield
Common, Deep speech, Delerium: 600gp
- Surgical Strikes(+1 attack)
Sylvan, dwarven, elven 3x Gravity Crystal - Vivisection(crit on 19/20)
Mirror
- Noxious Blood(1d6+4 poison
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
46 yrs(lifespan expanded )
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

You have reanimated the head of a


NAME
dead humanoid creature which now
serves you in your studies. You may
use the head as a spellcasting focus.
The head speaks common and one
other language of your choice.
Whenever you make an Intelligence
ability check that lets you add your
proficiency bonus, you can treat a
d20 roll of 9 or lower as a 10.
Additionally, you gain proficiency in
the Arcana and Investigation skills.
You can use the head to cast speak
with dead without expending a spell SYMBOL
slot. Once you use this feature you
can’t do so again until you finish a
short or long rest.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You have constructed a companion from scavenged body parts and brought it to life
Corpsewrought Creature with your occult magic: a corpsewrought creature. The creature is friendly to you and
Large construct your companions, and it obeys your commands. See its game statistics in the
Armor Class 19
accompanying Corpsewrought Creature stat block, which uses your proficiency
Hit Points 5+five times your apothecary
level (the creature has a number of hit dice bonus (PB) in several places. You can determine the cosmetic characteristics of the
[d12s] equal to your apothecary level)(total: creature; your choice has no effect on its game statistics. In combat, the creature
75(14d12)) shares your initiative count, but it takes its turn immediately after yours. It can move
Speed: 40 feet and use its reaction on its own, but the only action it takes on its turn is the Dodge
STR|DEX|CON|INT|WIS|CHA action, unless you take a bonus action on your turn to command it to take another
30(+10)10(+0)16(+3)8(-1)12(+1) 8(-1) action. That action can be one in its stat block or some other action. If you are
Saving Throws Con +8, Wis +6 incapacitated, the creature can take any action of its choice, not just Dodge. If your
Skills Athletics +15
corpsewrought creature has died within the last hour, you can use your healer’s kit
Damage Immunities poison, lightning
Condition Immunities poisoned as an action to revive it, provided you are within 5 feet of it and you expend an
Senses darkvision 60 ft, passive Perception apothecary spell slot. The corpsewrought companion returns to life after 1 minute
11 with all its hit points restored. At the end of a long rest, you can create a new
Proficiency Bonus: corpsewrought creature if you have your healer’s kit with you and access to suitable
Lightning Absorption. Whenever the “materials.” If you already have a corpsewrought creature from this feature, the first
corpsewrought creature is subjected to one immediately perishes. The creature also perishes if you die.
lightning damage, it takes no damage and
regains a number of hit points equal to the ADDITIONAL FEATURES & TRAITS
lightning damage dealt.
Actions (Extra Attack)(Can grapple on
every attack roll) When a creature within 5 feet of your corpsewrought creature makes an
Hammer of Thunderbolts. Melee Weapon attack against you, it can use its reaction to make a melee weapon attack
Attack: +14, reach 5 ft., one target.
Hit: 1d8 + 20 bludgeoning damage. against the attacking creature. In addition, your corpsewrought creature’s
+5 acid damage slam attack counts as magical for the purposes of overcoming resistance
Grapple: +15 on attempt Escape DC: 23 and immunity to nonmagical attacks and damage. In addition, you can cast
Charges(5 current)(5 max)(1d4+1 regain at animate dead once using an Apothecary spell slot. Once you do, you can’t
dawn):
Expend 1 charge: Gains thrown range cast the spell again until you finish a long rest.
(20/60). On a hit, the target and all
creatures of your choice within 30 ft. must Corpse-wrought Creature has the following spells:
make a DC 17 con save or be stunned.

On a Crit(19-20): DC 17 con save or die gravity sinkhole twice per day


reverse gravity once per day
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Apothecary Int 21 +13
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6 1
Spare the dying Purge Contamination Mephitic Vapors

Light Revivify Contingency: 1/day for free: Teleportation Circle

Mending Tranquilizing Toxin forcecage


Poison Needle Venemous Aura**

Bacterial Barrage haste

Shocking Grasp water breathing(r)

lightning bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7 1
EPAR
SPELL NAME Grievious Wounds
ED
PR

Envenom(3 targets)

Healing Word
4
Delerium Orb

inflict wounds death ward


SPELLS KNOWN

Toxic Shield corpse explosion

false life blood worm

comet shards***(2d4+5 * 7 force | push 10 ft.) Last rites

Corrupted Cure(14d6+10 or 28d6+10) healing Vitrol Icor

8 1

Banish to the Space between worlds

Antimagic Field

2
Biohazard(2d8 poison damage, 15ft. cube, poisoned till target's next turn)

Caustic Grip

Web
5 6
Alter self

invigorate raise dead


9
gentle repose nerve gas

Septic shock

Siphon Time

Contaminated Hands

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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