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Sebastian Crow's Guide to Drakkenheim

Alienist

An Alienist seeks to master the mysteries of the mind. Having devoted years to studying the inner workings of the brain, and unlocking its latent potential, an Alienist is able to read and manipulate the thoughts of others, and bend reality itself. They tap into unfathomable realities and shift the world to their will using the psychic energies they call upon from eldritch lore and arcane knowledge.
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: light armor, medium armor
weapon proficiencies: simple weapons, short swords, hand crossbows
tools: any tool proficiency, plus another of your choice from the following: poisoner’s kit, herbalism kit, or alchemist’s supplies.
saving throws: Intelligence, Wisdom
skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • a light crossbow and 20 bolts, a shortsword, or any simple weapon

  • a component pouch or an arcane focus

  • a scholar’s pack or a dungeoneer’s pack

  • hide armor, any simple weapon, and two daggers

  • a healer’s kit


spellcasting:
Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the apothecary spell list.   Formula Book   You have a book or collection of notes that you study to prepare your apothecary spells, develop your esoteric theories, and record your occult practices. You may use your formula book as an arcane focus for your apothecary spells. You may describe this book any way you like. Some examples of your book’s appearance include: h A large leatherbound tome with yellowing pages bound shut with an iron lock
  • A scattered assortment of scribbled notes loosely held together by rope
  • A pristine journal with perfect edges and beautiful penmanship
  • A leather briefcase with two small golden locks
  • A medical bag with surgical symbols on the sides
  • A beat-up satchel slung over one shoulder with vials and bottles poking out of every pocket
If the book is destroyed or lost, you can recreate it using inks and paper during a long rest.   Cantrips   You know three cantrips of your choice from the apothecary spell list. You learn additional apothecary cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Apothecary table. Elementary Reformulation. Whenever you finish a long rest and consult your formula book, you can replace one apothecary cantrip you know with another cantrip from the apothecary spell list.   Preparing and Casting Spells   The Apothecary table shows how many spell slots you have to cast your apothecary spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your apothecary spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. You prepare the list of apothecary spells that are available for you to cast, choosing from the apothecary spell list. When you do so, choose a number of apothecary spells equal to your Intelligence modifier + your apothecary level (minimum of one spell). A spell you prepare must be of a level no higher than what’s shown in the Apothecary table’s Slot Level column for your level.   For example, if you are a 5th-level apothecary, you have three 3rd-level spell slots. With an Intelligence of 16, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell. Casting a spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of apothecary spells requires at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Intelligence is your spellcasting ability for your apothecary spells, since you learn your spells through dedicated study and occult knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an apothecary spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting   You can cast an apothecary spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus   You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells.   Alienist Spells     1st-level Alienist feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Alienist Spells table. These spells count as apothecary spells for you, but they don’t count against the number of apothecary spells you prepare.   Alienist Spells
Apothecary LevelSpell
1st charm person, hideous laughter
3rd detect thoughts, suggestion
5th hypnotic pattern, major image
7th arcane eye, dimension door
9th animate objects, modify memory
class features:
Advanced Psychology   1st-level Alienist feature You learn the eldritch blast cantrip. You gain proficiency in the Arcana skill. If you already have this proficiency, you gain proficiency with another skill of your choice.   Esoteric Theories   You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities. At 2nd level, you gain two esoteric theories of your choice. Your theory options are detailed at the end of the class description. When you gain certain apothecary levels, you gain additional theories of your choice, as shown in the Theories Known column of the Apothecary table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that level.   Mental Influence     3rd-level Alienist Feature You have studied hard to unlock the deepest recesses of your psyche, unleashing untapped psychic potential within yourself. This energy is represented by a pool of Psychic Points. You have four psychic points. You gain two more at 6th level, another two at 10th, and two more again at 14th level, which you can expend to use the various psionic powers you have detailed below. If you have expended all your Psychic Points, you cannot use these powers. You regain all your expended Psychic Points when you finish a short or long rest.
  • Cerebral Breakthrough. When you cast an apothecary spell that deals damage, you can expend a Psychic Point to re-roll any number of the dice. You must use the new rolls.
  • Mind Over Matter. Whenever you take damage, you can use your reaction and expend a Psychic Point, reducing the damage taken by an amount equal to your apothecary level.
  • Mind Whisperer. When you cast an apothecary spell which does not deal damage, you may spend a psychic point to cast it without any somatic or verbal components.
  Metaphysical Tether     3rd-level Alienist feature  As an action, you can touch a willing creature to create a psychic link with it which lasts a number of hours equal to your Apothecary level or until you end the link (no action required). The maximum number of links you can have at any time is equal to your proficiency bonus. All the creatures tethered in this way can communicate telepathically with one another as long as they are within 100 feet of each other.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Force Manipulation     6th-level Alienist feature Your mental prowess allows you to control the very fabric of your own reality around you, allowing you to defy gravity and push yourself through the air using only your mind. As a bonus action, you can expend. a psychic point to give yourself a flying speed equal to your walking speed for 1 minute, during which you can hover.   Mental Magic   10th-level Alienist feature  You gain new ways to use your latent psychic powers to manipulate the essence of your spells and spellcasting. You gain three new ways to use your Psychic Points:
  • Prescribed Effects. Once per turn when a target you can see within 30 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw against a spell you cast, you can expend a Psychic Point to fill its mind with scrambled psionic energy, forcing it to reroll the d20 and use the lower roll for its saving throw, possibly turning a success into a failure.
  • Mentally Prepared. Once per turn, when a target you can see within 30 feet of you, including yourself, fails an Intelligence, Wisdom, or Charisma saving throw, you can use a Psychic Point and add your Intelligence modifier to the creature’s saving throw, potentially turning the failure into a success.
  • Fight or Flight Response. As a bonus action, you can expend a Psychic Point and teleport up to 30 feet to an unoccupied space you can see. You immediately gain temporary hit points equal to twice your intelligence modifier.
Greater Formula   At 11th level, you discover a magical secret called a Greater Formula. Choose one 6th-level spell from the apothecary spell list as this formula. You can cast your Greater Formula once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more apothecary spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You learn an additional 6th level spell at 19th level, and an additional 7th level spell at 20th level. You regain all uses when you finish a long rest. Master Reformulation. Whenever you finish a long rest and consult your formula book, you can replace one spell you gained from this feature with another spell of the same level from the Apothecary spell list.   Self-Diagnosis     14th-level Alienist feature If you have no Psychic Points remaining, you can use an bonus action and expend a spell slot to regain 1d4 Psychic Points. You also gain two additional psychic features:
  • Careful Examination. Whenever you cast a spell which restores hit points to a creature, you may expend a Psychic Point. If you do, all creatures targeted by the spell regain an additional amount of hit points equal to twice your Intelligence modifier.
  • Enhanced Cerebellum. When you cast any spell of 1st level or higher from your Alienist Spells feature, you can cast it by expending a spell slot as normal or by spending a number of psychic points equal to the spell’s level.
Impenetrable Mind   18th-level Alienist feature You are resistant to psychic damage and immune to being charmed or frightened. Magic cannot put you to sleep and you have advantage on saving throws against spells that attempt to read your thoughts or control your mind or actions, such as dominate person. Additionally, when you use the Self-Diagnosis feature to regain Psychic Points using a spell slot, you now regain Psychic Points equal to the spell’s level.   Miraculous Recovery   At 20th level, you can spend 5 minutes channeling power into a number of creatures (which can include yourself) equal to your Intelligence modifier to facilitate an abnormally fast recovery. You must tend to the creatures during this period, using a healer’s kit with at least one use remaining. The targets regain hit points, spell slots, hit dice, and other abilities as if they completed a long rest. A creature can only benefit from one Miraculous Recovery in a 24-hour period. Once you use this feature, you can’t do so again until you finish a long rest.   Apothecary Esoteric Theories Apothecaries develop esoteric theories during their adventures and experiments, representing their own unique synthesis of medical and occult practices. The description of each esoteric theory details the benefits you gain from selecting that theory. Some esoteric theories specify a minimum apothecary level. You can’t learn such an esoteric theory until you are at least that level. Unless an esoteric theory’s description says otherwise, you can’t learn an esoteric theory more than once.   Acquired Tolerance You have advantage on saving throws against poison, and you gain resistance to poison damage. In addition, you automatically succeed on saving throws against your own apothecary spells, and never take damage from your own apothecary spells.   Adrenaline Surge Prerequisites: 6th-level apothecary A creature at 0 hit points who regains hit points from a spell you cast using an apothecary spell slot gains resistance to all damage and has advantage on saving throws until the end of its next turn. It gains advantage on the first attack roll it makes on its next turn.   Anatomical Precision When you make a weapon attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   Anesthesiology Prerequisites: 14th-level apothecary You can cast hold person without expending a spell slot or requiring material components. You must finish a long rest before you can use this theory on the same creature again.   Bedside Manner You gain proficiency in the Insight and Persuasion skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills.   Caustic Formulae Prerequisites: 6th-level apothecary Once per turn when you deal damage to a creature or object with an apothecary spell, you can expend an apothecary spell slot to deal 2d4 extra acid damage to that target, plus another 2d4 per level of the spell slot.   Clinical Conditioning Prerequisites: 6th-level apothecary You gain proficiency in Constitution saving throws.   Combat Medic You gain proficiency with martial weapons and shields.   Corrosive Compound Prerequisites: 6th-level apothecary When you deal poison damage with your apothecary spells, you can choose to deal half the spell’s damage as poison damage and half the spell’s damage as acid damage instead.   Cosmetic Surgery You can spend 8 hours performing an occult surgical procedure upon a willing creature, permanently transforming its appearance. You decide what the creature looks like, including facial features, the sound of its voice, hair length, coloration, and distinguishing characteristics, but none of its game statistics change. You can’t alter the size of a creature, and its basic shape stays the same. The resulting transformation is non-magical, however, a greater restoration spell or similar magic cast upon the creature can restore it to its original appearance.   Critical Condition Prerequisites: 6th-level apothecary When a creature rolls a natural 1 on a saving throw made against one of your apothecary spells that deals damage, roll all of the spell’s damage dice twice and add them together. Then add any relevant modifiers as normal to determine the damage that creature takes from the spell.   Diagnosis You can take the Help action as a bonus action on your turn.   Doctor’s Note Prerequisites: 6th-level apothecary You can cast the sending spell at-will. You must finish a long rest before you can use this theory to contact the same creature again.   Double Dose Prerequisites: 10th-level apothecary When you cast an apothecary spell using an apothecary spell slot that targets a single creature and restores hit points to that creature, you can target an additional creature within range.   Extracurricular Research You learn two additional cantrips of your choice from any class’s spell list. These cantrips become apothecary cantrips for you.   Inoculation You have resistance to necrotic damage, and your hit point maximum can’t be reduced. In addition, you are immune to diseases.   Interdisciplinary Practice Prerequisites: 14th-level apothecary When you use your action to cast a spell, you can make one weapon attack as a bonus action.   Laboratory Assistant You learn the spell find familiar, and always have this spell prepared. It doesn’t count against the number of apothecary spells you can prepare.   Liability Insurance Prerequisites: 14th-level apothecary You can cast contingency once on yourself without material components. You can’t do so again until you finish a long rest.   Medical Expertise You gain proficiency in the Medicine and Nature skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills.   Medical Lexicon You learn six languages of your choice. You can cast detect poison and disease at will.   Nerve Agent Prerequisites: 14th-level apothecary When you deal poison damage with your apothecary spells, you can choose to deal psychic damage instead.   Noxious Blood Prerequisites: 6th-level apothecary When a creature hits you with a melee attack while within 5 feet of you, it takes poison damage equal to 1d6 + your Constitution modifier.   Pharmacology When you cast a spell using an apothecary spell slot or your Greater Formula feature which restores hit points to a creature, the creature regains additional hit points equal to your Intelligence modifier.   Physiological Analysis If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its physiology. The Game Master reveals to you two of the following characteristics of your choice:
  • Any one ability score
  • Armor Class
  • Current hit points
  • Resistances (if any)
  • Immunities (if any)
  • Vulnerabilities (if any)
Alternatively, you can spend 1 minute observing a corpse. After 1 minute, you determine the cause of death.   Practical Resuscitation Prerequisites: 10th-level apothecary When you cast a spell that has the sole effect of restoring a creature to life (but not undeath), such as raise dead, you don’t need material components to cast the spell if the creature has died within the past hour.   Putrefaction Your apothecary spells and abilities ignore undead creatures’ resistance or immunity to poison damage and immunity to the poisoned condition.   Rapid Response When you cast an apothecary spell that restores hit points to a creature, before or after casting the spell, you can move your speed without provoking opportunity attacks.   Routine Procedure Prerequisites: 10th-level apothecary You can cast lesser restoration at-will without expending a spell slot.   Stolen Secrets Prerequisites: 10th-level apothecary You learn one spell from any class’s spell list. It must be of a level for which you have apothecary spell slots or lower. The spell is treated as an apothecary spell for you, and doesn’t count against the number of apothecary spells you know.   Subject Preparation Prerequisites: 10th-level apothecary 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.   Surgeon’s Instinct You have blindsight out to a range of 10 feet.   Surgical Strikes Prerequisites: 6th-level apothecary You can attack twice, instead of once, when you take the Attack action on your turn.   Toxicology Prerequisites: 6th-level apothecary You add your Intelligence modifier to the damage rolls of spells that deal poison damage.   Triage You learn the spare the dying cantrip if you don’t know it already. When you cast this cantrip, it has a range of 60 feet.   Unfailing Focus Prerequisites: 6th-level apothecary When you fail a Constitution saving throw to maintain concentration on an apothecary spell, you can choose to succeed instead. Once you use this feature, you can’t do so again until you finish a short or long rest.   Venomous Instruments Prerequisites: 10th-level apothecary When you hit a creature with a weapon attack, the creature takes extra poison damage equal to your Intelligence modifier.   Virulence When you roll a 1 on a damage die for an apothecary spell that deals poison damage, you can reroll the die. You must use the new result, even if the new roll is a 1.   Vital Signs When a creature you can see within 30 feet of you fails a saving throw or death saving throw, you can use your reaction to add your Intelligence modifier to the creature’s roll, potentially turning a failure into a success. You must finish a short rest before you can use this theory on the same creature again.   Vivisection Prerequisites: 6th-level apothecary Your weapon attacks score a critical hit on a 19 or 20.
subclass options:
LevelProficiency BonusFeaturesCantrips KnownSpell SlotsSlot LevelTheories Known
1+2Apothecary Magic, Advanced Psychology311st
2+2Esoteric Theories321st2
3+2Mental Influence, Metaphysical Tether322nd2
4+2Ability Score Improvement422nd3
5+3-433rd3
6+3Force Manipulation433rd4
7+3-434th4
8+3Ability Score Improvement434th5
9+4-445th5
10+4Mental Magic545th6
11+4Greater Formula (6th)545th6
12+4Ability Score Improvement545th7
13+5Greater Formula (7th)555th7
14+5Self-Diagnosis555th8
15+5Greater Formula (8th)555th8
16+5Ability Score Improvement555th9
17+6Greater Formula (9th)565th9
18+6Impenetrable Mind565th10
19+6Ability Score Improvement; Additional Greater Formula (6th)565th10
20+6Miraculous Recovery, Additional Greater Formula (7th)565th11

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