Apothecary Esoteric Theories
Through research, experimentation, and the study of occult phenomena, Apothecaries develop specialized techniques known as Esoteric Theories. These discoveries allow them to refine their spellcasting, improve their medical abilities, acquire additional magical knowledge, and develop unusual combat techniques.
An Apothecary gains their first Esoteric Theory at level 1 and learns additional Theories as shown in the Theories Known column of the Apothecary Features table.
The Theories below are organized by the earliest Apothecary level at which they can be selected, then alphabetically.
Learning and Replacing Theories
Whenever you gain an Apothecary level, you can replace one Esoteric Theory you know with another for which you qualify.
If a Theory has a prerequisite, you must meet that prerequisite to learn it. An Apothecary-level prerequisite refers to your level in the Apothecary class, not your total character level. A prerequisite naming an Occult Practice requires you to have chosen that subclass.
You can't replace a Theory if doing so would cause you to cease qualifying for another Theory you retain.
You can't select the same Esoteric Theory more than once unless its description expressly allows it.
Additional Spells
When an Esoteric Theory grants additional spells of level 1 or higher, those spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
If a Theory allows you to choose a spell from another class's spell list, that spell must be of a level no higher than your Apothecary Spell Slot Level.
A chosen spell that isn't on the base Apothecary spell list can be cast using a spell slot once per Long Rest through the Theory that granted it. This restriction applies regardless of which class supplied the spell slot.
The limit applies separately to each chosen spell. A Theory doesn't grant a free casting unless its description expressly provides one.
If another class independently grants you access to the same spell, you can cast it through that class's features according to their normal rules. Such castings don't count against the Theory's restriction.
A spell doesn't become part of the base Apothecary spell list merely because a Theory grants access to it.
Additional cantrips granted by a Theory don't count against the number of Apothecary cantrips you know.
Apothecary Level 1
Acquired Tolerance
Your experiments have developed your resistance to poisonous substances and hazardous magic.
You have Advantage on saving throws against poison, and you have Resistance to Poison damage.
Additionally, you automatically succeed on saving throws against your own Apothecary spells and take no damage from those spells.
Anatomical Precision
Your understanding of anatomy allows you to exploit weaknesses through precise weapon strikes.
When you make a weapon attack, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls.
Applied Cryogenics
Your cold magic can temporarily immobilize living creatures.
When one or more creatures fail saving throws against an Apothecary spell of level 1 or higher that deals Cold damage, you can choose one creature that failed its saving throw.
That creature gains the Frozen condition until the end of its next turn.
Bedside Manner
Your experience treating patients has developed your ability to recognize emotions and communicate effectively.
You gain proficiency in the Insight and Persuasion skills.
Your Proficiency Bonus is doubled for ability checks you make using either proficiency.
Cauterization
You can intensify Acid and Fire magic to leave persistent injuries.
When one or more creatures fail saving throws against an Apothecary spell of level 1 or higher that deals Acid or Fire damage, you can choose one creature that failed its saving throw.
That creature gains the Burning condition, using the damage type dealt by the spell.
The Burning damage depends on the level at which the spell was cast:
-
Spell Levels 1–2: 1d6 damage.
-
Spell Levels 3–4: 2d6 damage.
-
Spell Level 5 or Higher: 3d6 damage.
The normal rules for Burning determine the condition's duration, removal, and interaction with other applications.
Combat Medic
Your medical training includes the practical use of weapons and protective equipment.
You gain proficiency with Martial weapons and training with Shields.
Combat Stim
You can temporarily stimulate your body to achieve exceptional speed.
When you move on your turn in combat, you can double your Speed until the end of that turn.
Once you use this Theory, you can't use it again until the end of a turn during which you moved 0 feet.
Cosmetic Surgery
You can perform specialized procedures that permanently alter a willing creature's physical appearance.
The procedure requires 8 hours of uninterrupted work.
You determine the creature's new appearance, including facial features, hair, coloration, voice, and other distinguishing characteristics.
The procedure doesn't change the creature's game statistics, Size, or underlying body shape.
The transformation is nonmagical. A Greater Restoration spell or similarly powerful restorative magic can return the creature to its original appearance.
Critical Wound Analysis
Your knowledge of severe injuries allows you to exploit weakened opponents.
You have Advantage on melee weapon attack rolls against creatures that are Bloodied, meaning they have half their Hit Point maximum or fewer remaining.
Diagnosis
You can rapidly assess another creature's physical condition and provide timely assistance.
You can take the Help action as a Bonus Action on your turn.
Electroshock Therapy
Your electrical magic can temporarily disrupt a creature's nervous system.
When one or more creatures fail saving throws against an Apothecary spell of level 1 or higher that deals Lightning damage, you can choose one creature that failed its saving throw.
That creature gains the Shocked condition until the start of your next turn.
Extracurricular Research
Your studies extend into magical disciplines beyond conventional Apothecary practice.
Choose two cantrips from any class's spell list.
You learn those cantrips, and they count as Apothecary cantrips for you.
They don't count against your normal number of Apothecary cantrips known.
Inoculation
Your experiments have made your body exceptionally resistant to necrotic influences and disease.
You have Resistance to Necrotic damage.
Your Hit Point maximum can't be reduced, and you are immune to diseases.
Laboratory Assistant
You learn the Find Familiar spell.
The spell is always prepared, counts as an Apothecary spell for you, and doesn't count against your normal number of prepared spells.
Medical Expertise
Your medical training extends into the natural sciences.
You gain proficiency in the Nature skill.
Your Proficiency Bonus is doubled for ability checks you make using Medicine or Nature.
Medical Lexicon
Your extensive studies have familiarized you with languages and terminology from numerous cultures.
You learn six languages of your choice.
You can also cast Detect Poison and Disease at will without expending a spell slot.
Open Veins
Your weapon strikes can produce persistent injuries.
When you score a Critical Hit with a weapon attack, you can cause the target to gain the Bleeding condition.
The Bleeding damage equals one normal damage die of the weapon used for the attack, rolled when the condition deals damage. The damage type matches the physical damage type of the wound.
The target must be capable of suffering a persistent physical wound. Incorporeal creatures and creatures without suitable physical anatomy are normally unaffected.
Multiple applications of Bleeding don't stack. The normal Bleeding rules determine its duration and removal.
Pharmacology
Your research improves the effectiveness of restorative magic.
When you cast a spell using an Apothecary spell slot or Greater Formula that restores Hit Points to a creature, the creature regains additional Hit Points equal to your Intelligence modifier.
Each eligible creature benefits from this additional healing only once per casting of the spell, even if the spell restores Hit Points to that creature multiple times.
Physiological Analysis
You can identify important characteristics of a creature through close observation.
After spending at least 1 minute observing or interacting with a creature outside combat, choose two of the following characteristics:
-
One ability score.
-
Armor Class.
-
Current Hit Points.
-
Damage Resistances.
-
Damage Immunities.
-
Damage Vulnerabilities.
The Game Master reveals the chosen information.
Alternatively, you can spend 1 minute examining a corpse to determine its cause of death.
Putrefaction
Your knowledge of decay allows your toxins to affect creatures normally resistant to biological harm.
Your Apothecary spells and abilities ignore an Undead creature's Resistance or Immunity to Poison damage, as well as its Immunity to the Poisoned condition.
This benefit applies specifically to Undead creatures.
Rapid Response
You can move quickly when administering emergency treatment.
When you cast an Apothecary spell that restores Hit Points to a creature, you can move up to your Speed immediately before or after casting the spell.
This movement doesn't provoke Opportunity Attacks.
Strategic Observation
Your analytical skills allow you to anticipate danger.
You add your Intelligence modifier to your Initiative rolls.
Surgeon's Instinct
Your understanding of movement and anatomy allows you to respond to nearby creatures without relying entirely on sight.
You have Blindsight with a range of 10 feet.
Surgically Enhanced Optics
Your eyes have been altered through experimental procedures.
You have Darkvision with a range of 60 feet, including through magical Darkness.
If you already have Darkvision, its range becomes at least 120 feet.
This benefit doesn't reduce the range of any Darkvision you already possess.
Triage
You learn the Spare the Dying cantrip if you don't already know it.
When you cast this cantrip, its range becomes 60 feet.
Virulence
Your poisonous spells are particularly effective.
Whenever you roll a 1 or 2 on a damage die for an Apothecary spell that deals Poison damage, you can reroll that die.
You must use the new result.
Vital Signs
You can recognize the signs of imminent danger and intervene before a creature suffers a serious injury.
When a creature you can see within 30 feet of yourself fails a saving throw, you can take a Reaction to add your Intelligence modifier to the creature's roll, potentially turning the failure into a success.
Once a creature benefits from this Theory, you can't use it to assist that same creature again until you finish a Short or Long Rest.
Apothecary Level 3
The following Theories require specialization in a particular Occult Practice. You can select them once you acquire the corresponding subclass.
Advanced Chemistry
Prerequisite: Chemist Occult Practice
Choose two spells from the Wizard spell list that deal Acid, Cold, Fire, or Lightning damage.
Each spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The chosen spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Alien Breakthrough
Prerequisite: Alienist Occult Practice
Choose two spells from the Warlock or Wizard spell list.
Each spell must deal Psychic damage or belong to the Enchantment or Illusion school.
The spells must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
They are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Constant Evolution
Prerequisite: Transmogrifier Occult Practice
Choose two Transmutation spells from the Wizard spell list.
Each spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Experimental Reanimation Protocols
Prerequisite: Reanimator Occult Practice
Choose two Necromancy spells from the Wizard spell list.
Each spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Natural Sciences
Prerequisite: Botanist Occult Practice
Choose two spells from the Druid spell list.
Each spell must belong to the Abjuration or Evocation school and be of level 1 through 5, no higher than your Apothecary Spell Slot Level.
The spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Toxin Research
Prerequisite: Pathogenist Occult Practice
Choose two spells from the Wizard spell list that deal Acid or Poison damage.
Each spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Trappings of Faith
Prerequisite: Exorcist Occult Practice
Choose two spells from the Cleric spell list that deal Necrotic or Radiant damage.
Each spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The spells are always prepared, don't count against your normal number of prepared spells, and count as Apothecary spells for you.
A chosen spell that isn't on the base Apothecary spell list follows the restrictions for Spells from Other Class Lists.
Apothecary Level 5
Advanced Psychiatric Training
Prerequisite: Apothecary Level 5
Your research has fortified your mind against psychic intrusion.
You have Resistance to Psychic damage.
Your thoughts can't be read by spells or other magical effects unless you permit it.
You also have Advantage on saving throws against the Charmed condition and effects that would magically compel you to act against your will.
Background Check
Prerequisite: Apothecary Level 5
Your extensive investigations have provided knowledge and training beyond your original background.
You gain one Origin feat of your choice for which you qualify.
Apothecary Level 6
Adrenaline Surge
Prerequisite: Apothecary Level 6
Your restorative magic can temporarily stimulate a creature's body beyond its normal limits.
When you cast an Apothecary spell using an Apothecary spell slot that restores Hit Points to a creature at 0 Hit Points, that creature gains Resistance to all damage and Advantage on saving throws until the end of its next turn.
It also has Advantage on the first attack roll it makes on its next turn.
Once a creature benefits from this Theory, it can't benefit from it again until it finishes a Short or Long Rest.
Caustic Formulae
Prerequisite: Apothecary Level 6
You can intensify the corrosive effects of your magic.
Once per turn, when you deal damage to a creature or object with an Apothecary spell, you can expend an additional Apothecary spell slot to deal extra Acid damage to that target.
The extra damage equals 2d4 plus another 2d4 for each level of the expended spell slot.
The slot spent through this Theory is separate from any slot used to cast the triggering spell.
Clinical Conditioning
Prerequisite: Apothecary Level 6
Your conditioning and experimentation have improved your physical resilience.
You gain proficiency in Constitution saving throws.
Corrosive Compound
Prerequisite: Apothecary Level 6
You can modify poisonous magic with corrosive substances.
When one of your Apothecary spells would deal Poison damage, you can have it deal half that damage as Poison and half as Acid instead.
Determine the spell's damage normally before applying Resistance, Immunity, or Vulnerability. If the damage total is odd, round down the Poison portion and assign the remainder to Acid.
Critical Condition
Prerequisite: Apothecary Level 6
Your most dangerous spells are particularly devastating when a creature fails to resist them completely.
When a creature rolls a natural 1 on a saving throw against one of your Apothecary spells that deals damage, roll the spell's damage dice twice and combine the results when determining the damage that creature takes.
Add any applicable fixed modifiers normally.
This benefit applies only to the creature that rolled the natural 1.
Doctor's Note
Prerequisite: Apothecary Level 6
Your magical correspondence allows you to communicate with distant creatures.
You can cast Sending at will without expending a spell slot.
Once you contact a particular creature using this Theory, you can't contact that same creature using this Theory again until you finish a Long Rest.
Hoplology
Prerequisites: Apothecary Level 6, Anatomical Precision
Your research into weapons and combat techniques has improved your martial expertise.
You gain one Fighting Style feat of your choice.
For the purpose of selecting the feat, you qualify for its Fighting Style feature prerequisite. You must meet any other prerequisites imposed by the feat.
Noxious Blood
Prerequisite: Apothecary Level 6
Your blood contains dangerous toxins that harm creatures attacking you.
When a creature within 5 feet of yourself hits you with a melee attack, it takes Poison damage equal to 1d6 plus your Constitution modifier.
Scalpel Discipline
Prerequisites: Apothecary Level 6, Combat Medic
You gain access to the Weapon Mastery property of one weapon of your choice with which you have proficiency.
Whenever you finish a Long Rest, you can choose a different proficient weapon for this benefit.
Surgical Strikes
Prerequisite: Apothecary Level 6
You can attack twice instead of once whenever you take the Attack action on your turn.
If another feature already allows you to make two attacks when taking the Attack action, these benefits don't combine to grant additional attacks.
Threat Analysis
Prerequisite: Apothecary Level 6
Your analytical training allows you to recognize and counter incoming attacks.
When another creature hits you with a melee attack, you can take a Reaction to add your Intelligence modifier to your Armor Class against that attack, potentially causing it to miss.
The bonus applies only against the triggering attack.
Toxicology
Prerequisite: Apothecary Level 6
Your poisonous magic has become more potent.
You add your Intelligence modifier to the damage rolls of your Apothecary spells that deal Poison damage.
Unfailing Focus
Prerequisite: Apothecary Level 6
Your disciplined research allows you to maintain spells despite serious injury or distraction.
When you fail a Constitution saving throw to maintain Concentration on an Apothecary spell, you can choose to succeed instead.
Once you use this Theory, you can't use it again until you finish a Short or Long Rest.
Vivisection
Prerequisite: Apothecary Level 6
Your understanding of anatomy allows you to deliver devastating blows against vulnerable areas.
Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
Apothecary Level 10
Double Dose
Prerequisite: Apothecary Level 10
Your restorative spells can affect an additional patient.
When you cast an Apothecary spell using an Apothecary spell slot that normally targets one creature and restores Hit Points to that creature, you can target one additional eligible creature within the spell's range.
The spell restores Hit Points to both creatures according to its normal effects.
Other features that modify the amount healed, such as Pharmacology, apply according to their normal rules.
Practical Resuscitation
Prerequisite: Apothecary Level 10
Your medical expertise allows you to revive the recently deceased without consuming expensive restorative materials.
When you cast a spell whose sole purpose is to return a dead creature to life, other than as an Undead, you can ignore its Material components if the creature died within the previous hour.
Once you use this benefit, you can't use it again until you finish a Long Rest.
The spell still requires its normal spell slot or other casting resource.
Routine Procedure
Prerequisite: Apothecary Level 10
You can cast Lesser Restoration at will without expending a spell slot.
The spell retains its normal casting time and other requirements.
Stolen Secrets
Prerequisite: Apothecary Level 10
Your investigations have uncovered a magical secret belonging to another discipline.
Choose one spell from any class's spell list.
The spell must be of level 1 through 5 and no higher than your Apothecary Spell Slot Level.
The chosen spell is always prepared, doesn't count against your normal number of prepared spells, and counts as an Apothecary spell for you.
If the chosen spell isn't on the base Apothecary spell list, you can cast it using a spell slot once per Long Rest through this Theory, regardless of which class supplied the spell slot.
This Theory doesn't grant a free casting.
If you independently know or prepare the chosen spell through another class, you can still cast it through that class according to its normal rules.
Subject Preparation
Prerequisite: Apothecary Level 10
You can exploit an opening created by a precise weapon strike.
When you hit a creature with a melee weapon attack, that creature has Disadvantage on the next saving throw it makes against an Apothecary spell you cast before the end of your next turn.
Venomous Instruments
Prerequisite: Apothecary Level 10
You can apply potent toxins through your weapon attacks.
When you hit a creature with a weapon attack, the target takes extra Poison damage equal to your Intelligence modifier.
Apothecary Level 14
Anesthesiology
Prerequisite: Apothecary Level 14
Your expertise in sedation allows you to immobilize patients through magic.
You can cast Hold Person without expending a spell slot or requiring Material components.
Once you cast Hold Person using this Theory on a creature, you can't use this Theory to target that same creature again until you finish a Long Rest.
Interdisciplinary Practice
Prerequisite: Apothecary Level 14
You have learned to combine weapon combat with advanced spellcasting.
When you take the Magic action to cast a spell, you can make one weapon attack as a Bonus Action on the same turn.
Liability Insurance
Prerequisite: Apothecary Level 14
You can cast Contingency on yourself without expending a spell slot or requiring Material components.
Once you cast the spell using this Theory, you can't do so again until you finish a Long Rest.
Nerve Agent
Prerequisite: Apothecary Level 14
You can formulate toxins that affect the mind rather than the body.
Whenever one of your Apothecary spells would deal Poison damage, you can cause it to deal Psychic damage instead.