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Apothecary Custom Spells

Apothecaries develop magical formulae through experimentation, medical research, and the study of supernatural phenomena. Their spells combine established magic with specialized techniques involving alchemical reactions, disease, biological manipulation, psychic interference, and the forces of life and death.

This article presents the distinctive Apothecary spells originating from Sebastian Crowe's Guide to Drakkenheim, adapted for Eldareth's rules and terminology. A reference list of the full Apothecary spell selection is included below, with the adapted spells identified by an asterisk and described in detail.

Additional spells associated with particular Occult Practices are presented separately within this article. They aren't automatically available to every Apothecary.

Spellcasting and Compatibility

Spell Levels. Apothecary Magic provides spell slots through level 5. Spells of levels 6–9 are available through Greater Formula or another feature expressly granting access to them.

Casting at Higher Levels. When a spell is cast using a higher-level spell slot, apply the scaling specified in its description.

Additional Conditions. Some Apothecary spells and features use the Frozen, Shocked, Dazed, Burning, and Bleeding conditions. These follow their established Eldareth definitions.

Condition Durations. If a spell or feature specifies a duration for a condition, that duration takes precedence over the condition's default duration.

Exhaustion. A creature can't gain more than one Exhaustion level from the same named Apothecary spell within 24 hours, regardless of how many times the spell is cast. Different spells can impose Exhaustion independently.

Magical Diseases. Magical diseases follow the saving throws, durations, and removal methods specified by their effects. An Apothecary spell that expressly allows Lesser Restoration to end its infection retains that exception under the 2024 rules.

Damage and Conditions. Unless otherwise stated, a creature doesn't suffer multiple simultaneous instances of an identical ongoing condition. Reapplication can refresh its duration but doesn't combine damage or penalties.

Cantrips

Acid Burn

Evocation Cantrip

Casting Time: Magic action

Range: Self (15-foot Cone)

Components: V, S

Duration: Instantaneous

You release a spray of corrosive chemicals in a 15-foot Cone.

Each creature in the area makes a Dexterity saving throw, taking 1d6 Acid damage on a failed save.

The damage increases to 2d6 at character level 5, 3d6 at level 11, and 4d6 at level 17.

Bacterial Barrage

Necromancy Cantrip

Casting Time: Magic action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You launch a concentrated magical infection toward one creature within range.

Make a ranged spell attack against the target. On a hit, it takes 1d8 Necrotic damage.

If the creature has the Poisoned condition or is suffering from a disease, the damage die becomes a d12 instead.

The spell's damage increases to two dice at character level 5, three dice at level 11, and four dice at level 17.

Poison Needle

Conjuration Cantrip

Casting Time: Magic action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You conjure a poisoned dart and launch it toward a creature within range.

Make a ranged spell attack against the target. On a hit, it takes 1d10 Poison damage.

If this damage reduces the target to 0 Hit Points, it becomes Stable and has the Poisoned condition for 1 hour. While Poisoned in this way, the creature also has the Paralyzed condition.

The damage increases to 2d10 at character level 5, 3d10 at level 11, and 4d10 at level 17.

Level 1 Spells

Acrid Orb

Level 1 Evocation

Casting Time: Magic action

Range: 60 feet

Components: V, S, M (a vial of stomach acid and a pinch of sulfate)

Duration: Instantaneous

You hurl a sphere of acidic gel at one creature within range.

Make a ranged spell attack against the target. On a hit, it takes 2d6 Acid damage.

Whether the attack hits or misses, the orb bursts. The target and each creature within 5 feet of it must make a Dexterity saving throw, taking 2d6 Acid damage on a failed save.

Using a Higher-Level Spell Slot. The explosion's damage increases by 1d6 for each slot level above 1.

Envenom

Level 1 Conjuration

Casting Time: Magic action

Range: 60 feet

Components: V, S, M (a vial of basic poison)

Duration: Concentration, up to 1 minute

You infect one creature you can see within range with a magical toxin.

The target takes 2d4 Poison damage and makes a Constitution saving throw. On a failure, it gains the Poisoned condition for the spell's duration.

At the end of each of its turns while Poisoned in this way, the target repeats the saving throw. On a failure, it takes another 2d4 Poison damage. On a success, the spell ends for that creature.

Lesser Restoration can end the effect early.

Using a Higher-Level Spell Slot. You can target one additional creature for each slot level above 1.

Infect

Level 1 Necromancy

Casting Time: Magic action

Range: 60 feet

Components: V, S, M (a petri dish)

Duration: Concentration, up to 1 minute

You infect a creature you can see within range with a magical disease.

At the start of each of its turns, the creature makes a Constitution saving throw. It takes 1d12 Necrotic damage on a failed save, or half as much on a successful one.

Once the creature succeeds on three saving throws against this casting, the spell ends for it.

Lesser Restoration can end the infection early.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for every two slot levels above 1.

Stream of Consumption

Level 1 Necromancy

Casting Time: Magic action

Range: Self (60-foot range)

Components: V, S

Duration: Concentration, up to 1 minute

You project a stream of necrotic energy toward one creature you can see within 60 feet.

The target makes a Constitution saving throw. On a failed save, it gains one Exhaustion level, and you regain Hit Points equal to 1d4 + your spellcasting ability modifier.

On subsequent turns, you can take a Magic action to target the same creature or another eligible creature.

A creature that succeeds on its saving throw against this casting can't be targeted by it again.

A creature can't gain more than one Exhaustion level from Stream of Consumption within 24 hours.

Toxic Shield

Level 1 Conjuration

Casting Time: Magic action

Range: Self

Components: S, M (a drop of Dwarven blood)

Duration: Concentration, up to 1 minute

You surround yourself with a layer of reactive magical toxins.

For the duration, you have Resistance to Poison damage and Advantage on saving throws against the Poisoned condition.

Whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays poison at the attacker, dealing 1d8 Poison damage.

Using a Higher-Level Spell Slot. The retaliation damage increases by 1d8 for every two slot levels above 1.

Level 2 Spells

Biohazard

Level 2 Conjuration

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a withered root and a drop of vinegar)

Duration: 1 minute

You fill a 15-foot Cube within range with toxic sludge and hazardous fumes.

The area is Difficult Terrain.

A creature that enters the area or starts its turn there makes a Constitution saving throw. On a failure, it takes 1d8 Poison damage and gains the Poisoned condition until the start of its next turn.

The fumes affect creatures even if they don't need to breathe.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each slot level above 2.

Caustic Grip

Level 2 Evocation

Casting Time: Magic action

Range: Self

Components: S

Duration: Concentration, up to 1 minute

Your hand becomes coated in an adhesive corrosive substance.

When you cast the spell, and as a Magic action on subsequent turns, you can make a melee spell attack against a creature within 5 feet.

On a hit, the target takes 4d4 Acid damage and has the Restrained condition until the end of your next turn.

You can maintain your grip against the same creature or attack another target. Attacking a different creature ends the previous creature's restraint.

A creature Restrained by this spell can take an action to make a Strength check against your spell save DC, ending the restraint on a success.

Whenever a creature ends its turn Restrained by this spell, it takes another 4d4 Acid damage.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each slot level above 2.

Grasping Ghost

Level 2 Necromancy

Casting Time: Magic action

Range: 60 feet

Components: S, M (a finger bone and a scrap of fabric)

Duration: Instantaneous

Spectral hands materialize around one creature you can see within range.

The creature makes a Strength saving throw, taking 3d8 Necrotic damage on a failed save, or half as much on a successful one.

On a failed save, the spectral hands also Grapple the target until the end of your next turn. You immediately move it up to 30 feet in a direction of your choice, other than upward.

On its turn, the creature can take an action to attempt escape, making a Strength or Dexterity check against your spell save DC.

Using a Higher-Level Spell Slot. You can target one additional creature for each slot level above 2.

Invigorate

Level 2 Abjuration

Casting Time: Magic action

Range: 30 feet

Components: S, M (a syringe and a blood sample)

Duration: 1 hour

Choose up to three creatures within range.

Each target gains 10 Temporary Hit Points for the duration.

Using a Higher-Level Spell Slot. The Temporary Hit Points increase by 5 for each slot level above 2.

Ocular Necrosis

Level 2 Necromancy

Casting Time: Magic action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You send a concentrated toxin toward the eyes of one creature you can see within range.

Make a ranged spell attack against the target. On a hit, it takes 2d6 Necrotic damage and gains the Blinded condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each slot level above 2.

Level 3 Spells

Corrosive Blast

Level 3 Evocation

Casting Time: Magic action

Range: Self (30-foot Cone)

Components: V, S, M (a vial of acid)

Duration: Instantaneous

You unleash an eruption of corrosive chemicals in a 30-foot Cone.

Each creature in the area makes a Dexterity saving throw, taking 10d4 Acid damage on a failed save, or half as much on a successful one.

Unattended, nonmagical organic objects in the area are destroyed if the acid can reasonably dissolve their materials.

This spell doesn't automatically destroy worn equipment, carried items, or magical objects.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each slot level above 3.

Fetid Blade

Level 3 Evocation

Casting Time: Bonus Action

Range: Touch

Components: V, S, M (a drop of acid and a pinch of iron dust)

Duration: Concentration, up to 1 minute

You coat a weapon you touch in magical acid.

For the duration, attacks made with the weapon deal an extra 2d4 Acid damage on a hit. The weapon also counts as magical if it isn't already.

Whenever the weapon hits a creature with a melee attack, that creature makes a Constitution saving throw. On a failure, it gains the Poisoned condition until the end of the attacker's next turn.

Using a Higher-Level Spell Slot. The additional Acid damage increases by 1d4 for each slot level above 3.

Pestilence

Level 3 Necromancy

Casting Time: Magic action

Range: 90 feet

Components: V, S, M (a withered flower)

Duration: Concentration, up to 1 minute

You infect up to three creatures you can see within range with a magical disease.

At the start of each affected creature's turns, it makes a Constitution saving throw.

On a failure, it takes 3d6 Necrotic damage and gains one Exhaustion level, subject to the restriction below.

After a creature succeeds on three saving throws against this casting, the spell ends for that creature.

A creature can't gain more than one Exhaustion level from Pestilence within 24 hours.

Lesser Restoration can end the magical infection early but doesn't automatically remove Exhaustion already acquired.

Tranquilizing Toxin

Level 3 Evocation

Casting Time: Magic action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You inject a potent magical sedative into one creature within range.

The target makes a Constitution saving throw.

On a failed save, it takes 6d6 Poison damage and gains the Poisoned and Incapacitated conditions until the end of your next turn.

On a successful save, it takes half damage and gains neither condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each slot level above 3.

Venomous Aura

Level 3 Transmutation

Casting Time: Bonus Action

Range: Self (10-foot Emanation)

Components: V, S, M (scales or fangs of a venomous snake)

Duration: 1 minute

You emit an aura of disorienting toxins in a 10-foot Emanation.

A creature that starts its turn within the aura makes a Constitution saving throw.

On a failure, it gains the Poisoned condition until the start of its next turn.

The aura doesn't require Concentration.

Level 4 Spells

Blood Worm

Level 4 Necromancy

Casting Time: Magic action

Range: 30 feet

Components: V, S, M (a jar of leeches)

Duration: Concentration, up to 1 minute

You infect one creature you can see within range with a supernatural parasite.

Once per round, when the infected creature is hit by a weapon attack, the attack deals an extra 4d6 Necrotic damage.

The attacker regains Hit Points equal to the Necrotic damage actually dealt by this extra effect.

After taking this additional damage, the infected creature makes a Constitution saving throw. On a success, the spell ends.

Using a Higher-Level Spell Slot. The additional Necrotic damage increases by 1d6 for each slot level above 4.

Corpse Explosion

Level 4 Necromancy

Casting Time: Reaction, taken when a creature you can see within 120 feet dies

Range: 120 feet

Components: V, S

Duration: Instantaneous

You cause the triggering creature's corpse to erupt in a burst of necrotic energy and acid.

Each creature within 10 feet of the corpse makes a Dexterity saving throw.

On a failed save, a creature takes 4d8 Necrotic damage and 4d8 Acid damage. On a successful save, it takes half as much of each type.

Using a Higher-Level Spell Slot. The Acid damage increases by 1d8 for each slot level above 4.

Corrupting Spores

Level 4 Necromancy

Casting Time: Bonus Action

Range: 120 feet

Components: V, S, M (a dried mushroom)

Duration: Concentration, up to 1 minute

You create a patch of three poisonous mushrooms in a 5-foot Square on a surface you can see within range.

A creature that starts its turn within 10 feet of the mushroom patch makes a Constitution saving throw.

On a failure, it takes 1d8 Poison damage for each mushroom in the patch and gains the Poisoned condition until the start of its next turn.

On a successful save, the creature takes no damage and isn't Poisoned by this effect.

Until the spell ends, you can take a Bonus Action to move the entire patch up to 10 feet along a suitable surface. The patch must remain within the spell's range.

Moving the patch doesn't cause additional mushrooms to appear or immediately force new saving throws.

The number of mushrooms in the patch can't exceed the number initially created by that casting.

Using a Higher-Level Spell Slot. The initial patch contains one additional mushroom for each slot level above 4.

Last Rites

Level 4 Abjuration

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a small piece of brass, a rose petal, and a drop of holy water)

Duration: Instantaneous

You direct a concentrated beam of sanctified magic toward one creature you can see within range.

The target makes a Wisdom saving throw, taking 8d8 Radiant damage on a failed save, or half as much on a successful one.

This spell has no effect on Celestials or Constructs.

If the target is a Fiend or Undead, it makes the saving throw with Disadvantage and takes maximum damage instead of rolled damage.

A Fiend or Undead reduced to 0 Hit Points by this spell dies, and its body is reduced to ash.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of level 6 or higher, you can target one additional creature for each slot level above 5. The targets must be within 30 feet of one another.

Poison Wave

Level 4 Conjuration

Casting Time: Magic action

Range: Self (30-foot Emanation)

Components: V, S, M (a withered root and a drop of vinegar)

Duration: Instantaneous

A wave of toxic fumes spreads outward from you.

Each creature in a 30-foot Emanation makes a Constitution saving throw.

On a failed save, it takes 4d12 Poison damage and gains the Poisoned condition until the end of your next turn.

On a successful save, it takes half damage and isn't Poisoned.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each slot level above 4.

Vitriol Ichor

Level 4 Transmutation

Casting Time: Magic action

Range: 30 feet

Components: V, S, M (a vial of nitric acid and a flask of water)

Duration: Concentration, up to 1 minute

You weaken the natural or manufactured defenses of one creature within range.

The creature makes a Constitution saving throw. On a failure, its Armor Class is reduced by 3 for the spell's duration, without reducing it below 10 + its Dexterity modifier or increasing its Armor Class.

An affected creature repeats the saving throw at the end of each of its turns, ending the spell's effect on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each slot level above 4.

Level 5 Spells

Acid Rain

Level 5 Conjuration

Casting Time: Magic action

Range: 150 feet

Components: V, S, M (a pinch of sulfur and ground coal)

Duration: Concentration, up to 1 minute

You create a cylinder of corrosive rain, 40 feet in radius and 40 feet high, centered on a point within range.

The area is Lightly Obscured, exposed flames are extinguished, and pools of corrosive chemicals make the ground Difficult Terrain.

A creature that enters the area for the first time on a turn or starts its turn there takes 3d6 Acid damage.

It then makes a Dexterity saving throw. On a failure, it falls Prone and takes another 3d6 Acid damage.

Using a Higher-Level Spell Slot. The initial Acid damage increases by 1d6 for each slot level above 5.

Nerve Gas

Level 5 Necromancy

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (samples of phosphate and chlorine mixed with a drop of pure alcohol)

Duration: Concentration, up to 10 minutes

You create a heavily obscuring Sphere of toxic gas with a 10-foot radius at a point within range.

The gas spreads around corners and disperses in a strong wind.

A creature that enters the gas for the first time on a turn or starts its turn there makes an Intelligence saving throw.

On a failed save, it takes 3d6 Psychic damage and gains the Stunned condition until the start of its next turn.

On a successful save, it takes half damage and isn't Stunned.

A creature can become Stunned by a particular casting of this spell only once. Subsequent exposures can still deal damage.

The gas affects creatures even if they don't need to breathe.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each slot level above 5.

Septic Shock

Level 5 Necromancy

Casting Time: Magic action

Range: 150 feet

Components: V, S, M (a piece of rotten liver)

Duration: Instantaneous

You introduce a rapidly spreading magical infection into the wounds of one creature within range that has fewer than its maximum Hit Points.

The target makes a Constitution saving throw. If it has fewer than half its Hit Point maximum remaining, it makes the saving throw with Disadvantage.

On a failed save, it takes 10d8 Necrotic damage and gains one Exhaustion level.

On a successful save, it takes half as much damage and gains no Exhaustion.

A creature can't gain more than one Exhaustion level from Septic Shock within 24 hours.

Toxic Barrage

Level 5 Conjuration

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (four death cap mushrooms)

Duration: Instantaneous

You create four poisonous projectiles and launch them at creatures within range.

Make a separate ranged spell attack for each projectile. You can direct them at one creature or several.

On a hit, a projectile deals 3d6 Poison damage.

If a creature is hit by two or more projectiles from this casting, it makes a Constitution saving throw. On a failure, it gains the Poisoned condition for 1 minute.

While Poisoned in this way, the creature repeats the saving throw at the end of each of its turns, ending the condition on a success.

Using a Higher-Level Spell Slot. You create one additional projectile for each slot level above 5.

Level 6 Spells

Mephitic Vapors

Level 6 Conjuration

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a vial of chlorine)

Duration: Concentration, up to 10 minutes

You fill a 20-foot-radius Sphere centered on a point within range with corrosive and poisonous fumes.

The area is Difficult Terrain.

Creatures wholly within the area have the Blinded condition and can't take Reactions.

A creature starting its turn in the area makes a Constitution saving throw. On a failed save, it takes 2d8 Poison damage and 2d8 Acid damage and gains one Exhaustion level.

A creature can't gain more than one Exhaustion level from Mephitic Vapors within 24 hours.

Using a Higher-Level Spell Slot. Both the Poison and Acid damage increase by 1d8 for each slot level above 6.

Vile Necrosis

Level 6 Necromancy

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a vial of coagulated blood)

Duration: Instantaneous

You fire a beam of debilitating necrotic energy toward one creature within range.

Make a ranged spell attack against the target.

On a hit, the creature takes 12d6 Necrotic damage. It also deals half damage with its weapon attacks and spells while affected by this spell.

At the end of each of its turns, the affected creature makes a Constitution saving throw, ending the damage reduction on a success.

This reduction is a spell-specific effect, not a separate condition.

Level 7 Spells

Grievous Wounds

Level 7 Necromancy

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a needle and several stitches)

Duration: Until the end of your next turn

You temporarily disrupt the defenses of one creature within range.

Choose one damage type and have the target make a Constitution saving throw.

On a failed save, the following effects apply to the chosen damage type until the spell ends:

  • If the creature normally has Immunity, that Immunity becomes Resistance.

  • If the creature normally has Resistance, that Resistance doesn't apply.

  • If the creature has neither Resistance nor Immunity, it gains Vulnerability.

The creature also has Disadvantage on its next saving throw before the spell ends.

On a successful Constitution saving throw, the spell has no effect.

Miasma

Level 7 Evocation

Casting Time: Magic action

Range: 120 feet

Components: V, S, M (a freshly harvested corpse lily)

Duration: Concentration, up to 1 minute

You create a wall of sickly, yellow-green toxic fumes on a solid surface within range.

The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. Alternatively, it can form a ring up to 20 feet in diameter and 20 feet high.

The wall is Opaque and remains for the duration.

When the wall appears, each creature occupying its area makes a Dexterity saving throw, taking 10d4 Acid damage on a failed save, or half as much on a successful one.

Choose one side of the wall to emit toxic fumes.

A creature that ends its turn within 30 feet of that side, or enters the wall for the first time on a turn, takes 8d8 Poison damage.

A creature taking this Poison damage also makes a Constitution saving throw. On a failure, it gains the Poisoned condition for the spell's duration.

Using a Higher-Level Spell Slot. The Poison damage increases by 2d8 for each slot level above 7.

Level 8 Spells

Breath of Nightshade

Level 8 Conjuration

Casting Time: Magic action

Range: Self (60-foot Cone)

Components: V, S, M (a pair of deadly nightshade flowers)

Duration: Instantaneous

You exhale a concentrated cloud of supernatural poison in a 60-foot Cone.

Each creature in the area makes a Constitution saving throw.

On a failed save, a creature gains the Poisoned condition for 1 hour and has the Paralyzed condition while Poisoned in this way.

The effect ends early for a creature if it takes any damage.

Plague Wind

Level 8 Conjuration

Casting Time: Magic action

Range: Self (120-foot Cone)

Components: V, S, M (mucus from a Ghoul)

Duration: Instantaneous

You release a violent wind carrying disease and necrotic energy.

Each creature in the area makes a Constitution saving throw.

On a failed save, it takes 5d8 Poison damage and 5d8 Necrotic damage.

On a successful save, it takes half as much of each damage type.

A creature reduced to 25 Hit Points or fewer by this spell dies immediately, its flesh and other soft tissues decaying into ash and leaving a weathered skeleton.

Level 9 Spells

Pandemic

Level 9 Conjuration

Casting Time: Magic action

Range: 60 feet

Components: V, S, M (the fetid corpse of a plague rat)

Duration: Concentration, up to 1 minute

You introduce a virulent magical infection into one creature you can see within range.

For the spell's duration, an infected creature makes a Constitution saving throw at the start of each of its turns.

On a failed save, it takes 10d8 Necrotic damage and gains the Incapacitated condition until the start of its next turn.

On a successful save, it takes half damage and isn't Incapacitated.

A creature that starts its turn within 10 feet of an infected creature must make a Constitution saving throw. On a failure, it also becomes infected for the spell's remaining duration. On a success, it becomes immune to infection from that casting.

The infection ends for all affected creatures when the spell ends.

When you cast the spell, you can designate yourself and up to eight other creatures as immune to infection from that casting.

Touch of Death

Level 9 Necromancy

Casting Time: Magic action

Range: Touch

Components: V, S, M (the finger of a Hag)

Duration: Instantaneous

You deliver a lethal concentration of supernatural poison through a touch.

Make a melee spell attack against one creature within reach.

On a hit, the target takes 200 Poison damage.

This damage ignores Resistance and Immunity to Poison damage and can't be reduced or prevented by other means.

If the damage reduces the target to 0 Hit Points, it automatically fails Death Saving Throws until it finishes a Long Rest.

A Heal or Greater Restoration spell cast on the creature ends this lingering effect.

Additional Occult Practice Spells

The following spells originate from the Botanist and Electromagnetist supplements.

They aren't automatically added to the base Apothecary spell list. An Apothecary gains access to them through the appropriate Occult Practice or another feature that expressly permits their selection.

Blood Thorns

Level 1 Abjuration — Botanist

Casting Time: Bonus Action

Range: Self

Components: V, S, M

Duration: Concentration, up to 1 minute

You surround yourself with animated thorny vines.

The first time each turn that a creature hits you with a melee attack, it must make a Dexterity saving throw.

On a failed save, it takes 1d4 Piercing damage and gains the Bleeding condition, dealing 2d4 Piercing damage at the start of its turns until the condition ends.

Using a Higher-Level Spell Slot. The initial damage and Bleeding damage each increase by 1d4 for every slot level above 1.

Animate Plants

Level 4 Transmutation — Botanist

Casting Time: Magic action

Range: 60 feet

Components: V, S, M

Duration: Concentration, up to 1 minute

You animate ordinary plants within range.

Choose up to three eligible plants that aren't creatures. A Medium or smaller plant counts as one selection, a Large plant counts as two, and a Huge plant counts as three.

Each chosen plant becomes an Animated Plant using the statistics provided below.

The plants are friendly to you and your allies. They share your Initiative count and act immediately after your turn.

You can take a Bonus Action to command the animated plants within 500 feet of you. If you command several plants, they receive the same command.

Without a command, a plant takes the Dodge action and moves only to avoid danger.

When an animated plant reaches 0 Hit Points, it returns to its original form, with any excess damage carrying over to that object.

Using a Higher-Level Spell Slot. You can animate two additional plants for each slot level above 4.

Animated Plant Statistics

Statistic Animated Plant
Creature Type Plant
Size Medium or smaller, Large, or Huge
Armor Class 15
Hit Points 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft., Climb 15 ft.
Strength 16 (+3)
Dexterity 10 (+0)
Constitution 10 (+0)
Intelligence 4 (-3)
Wisdom 8 (-1)
Charisma 3 (-4)
Damage Immunities Psychic, Poison
Damage Vulnerabilities Fire
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 30 ft. (blind beyond this radius)

Constrict. The plant makes a melee attack using your spell attack modifier, with a reach of 10 feet.

On a hit, the damage depends on the plant's Size:

  • Medium or smaller: 1d4 + 3 Force damage.

  • Large: 2d6 + 3 + your spellcasting ability modifier Force damage.

  • Huge: 2d12 + 3 + your spellcasting ability modifier Force damage.

If the target is smaller than the plant, it also gains the Grappled condition (escape DC equals your spell save DC). Until the grapple ends, the target is Restrained, and the plant can't Constrict another creature.

Shocking Blast

Level 1 Evocation — Electromagnetist

Casting Time: Magic action

Range: 30 feet

Components: V, S, M (a small metal rod)

Duration: 1 round

You release a concentrated bolt of electricity toward one creature you can see within range.

The target makes a Constitution saving throw, taking 2d8 Lightning damage on a failed save, or half as much on a successful one.

On a failed save, it also gains the Shocked condition until the end of your next turn.

Create Conductor

Level 2 Evocation — Electromagnetist

Casting Time: Magic action

Range: 60 feet

Components: V, S, M (a small metal rod)

Duration: Concentration, up to 1 minute

You place a conductive magical marker at a point you can see within range, creating a 15-foot-radius Emanation centered on it.

A creature that enters the area or ends its turn there makes a Dexterity saving throw.

On a failed save, it takes 3d6 Lightning damage. On a successful save, it takes half damage.

A creature can take this spell's damage only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each slot level above 2.

Electrostatic Charge

Level 4 Transmutation — Electromagnetist

Casting Time: Magic action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Choose one willing creature within range and infuse it with electrical energy.

Once on each of the target's turns, after it voluntarily moves at least 10 feet, its next successful weapon attack before the end of that turn deals additional Lightning damage.

The damage equals 1d10 for every 10 feet the creature voluntarily moved that turn, to a maximum of 3d10 at fourth level.

Forced movement and teleportation don't contribute to this damage.

Using a Higher-Level Spell Slot. The maximum additional damage increases by 1d10 for each slot level above 4.

Centre of Gravity

Level 5 Evocation — Electromagnetist

Casting Time: Magic action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create an intense gravitational disturbance centered on a point you can see within range, affecting a 30-foot-radius Sphere.

Each creature in the area makes a Strength saving throw.

On a failed save, a creature is pulled up to 30 feet toward the center, falls Prone, and takes 3d8 Thunder damage plus 1d8 Bludgeoning damage for each creature that failed the initial saving throw, to a maximum of 3d8 additional Bludgeoning damage.

On a successful save, it takes 3d8 Thunder damage and isn't pulled or knocked Prone.

An affected creature repeats the Strength saving throw at the start of each of its turns.

On a failed save, its Speed becomes 0 until the start of its next turn.

The initial damage doesn't repeat on subsequent turns.

Optional Spell Reference

Summon the Thing with the Writhing Tail

Level 4 Conjuration

This spell appears in Sebastian Crowe's Guide to Drakkenheim but isn't part of the base Apothecary spell list. It can become available through an eligible spell-selection feature or a separate campaign decision.

Casting Time: Magic action

Range: 90 feet

Components: V, S, M (a tuft of cat hair and a dead rat)

Duration: Concentration, up to 1 hour

You summon an aberrant creature into an unoccupied space you can see within range.

The creature uses the statistics below. It is friendly to you and your companions and acts immediately after your turn.

It obeys your verbal commands without requiring an action. If you give no commands, it takes the Dodge action and moves only to avoid danger.

The creature disappears when reduced to 0 Hit Points or when the spell ends.

Using a Higher-Level Spell Slot. The creature's statistics scale with the level of the spell slot used.

The Thing with the Writhing Tail Statistics

Statistic The Thing with the Writhing Tail
Creature Type Aberration
Size Medium
Armor Class 12 + the spell's level
Hit Points 10 + 10 for each spell level above 4
Speed 40 ft., Climb 30 ft.
Strength 13 (+1)
Dexterity 19 (+4)
Constitution 12 (+1)
Intelligence 19 (+4)
Wisdom 15 (+2)
Charisma 19 (+4)
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 12
Languages Deep Speech (Ulveth), Telepathy 120 ft.
Proficiency Bonus Equal to yours

Ethereal Sight. The creature can perceive invisible creatures and see into the Ethereal Plane.

Multiattack. The creature makes a number of Claw attacks equal to half the spell's level, rounded down.

Claw. Melee attack using your spell attack modifier, reach 5 feet. On a hit, the target takes 1d6 + the spell's level + 4 Slashing damage, plus 2d6 Cold damage.

Eldritch Hiss. One creature within 5 feet makes a Wisdom saving throw against your spell save DC. On a failure, it takes 4d6 Psychic damage and must use its Reaction, if available, to move as far away from the summoned creature as its Speed allows without entering obviously dangerous terrain.

Thought Tendril. One creature within 5 feet makes an Intelligence saving throw against your spell save DC. On a failure, it takes 4d6 Psychic damage, can't take Reactions until the end of its next turn, and on that turn must choose whether it gets movement, an Action, or a Bonus Action. It gets only one of the three.