Apothecary Artisan Specialization

Gnomish medicine involves the study of the four humors, known as biomancy. Most gnomes prefer science to magic. Although there are some scholars who believe the four humors are no more scientific than any other discipline, gnomes point to the success of their apothecaries as proof that the humors are real.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies and the injector, injector pistol, and injector rifle. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Healing Pool

At 3rd level, you gain the ability to heal wounds of living creatures with the use of a healer’s kit. You use your Repair Pool to fuel this healing. As a bonus action, you can heal one creature you touch with the kit, spending points from the pool. For every 10 points you use from your Repair Pool, you use up one use of the healer’s kit. Your pool regains all points when you finish a long rest. You cannot use this feature on constructs, elementals, or undead.

Using an action, alchemist’s supplies, and 1 point from your Repair Pool, you can create a mundane alchemical item weighing 0.1 lb., or 10 points from your Repair Pool per lb. A healer’s kit requires 30 points while rations require 20 points and a tinderbox requires 10 points. Alternately, you can replenish one use of an existing healer’s kit by expending 3 points from your Repair Pool. You can allocate your points in any fashion you choose to create multiple items, but each different items requires an action. You can create the following items.

Alchemical Item Weight
Candle 0.1 lb.
Chalk 0.1 lb.
Healer’s Kit 3 lb.
Soap 0.1 lb.
Tinderbox 1 lb.
Vial, Antitoxin 0.1 lb.
Wax, Sealing 0.1 lb.


At 3rd level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities. You can determine its Constitution score and current hit points by making a successful Intelligence (Medicine) check against Difficulty Class equal to 8 + the target’s level or challenge rating. You cannot use this feature on constructs, elementals, or undead.

Healing Serum

Beginning at 5th level, whenever you finish a long rest, you can produce a healing serum by spending 20 points from your Repair Pool and using an injector or an injector gun (see Equipment). Creating a healing serum requires you to have alchemist supplies on your person and an empty injector, and any serum you create with this feature lasts until it is injected or until the end of your next long rest.

As an action, a creature can inject one of these serums or administer it to an incapacitated creature. If attempting to inject an ally from a distance with an injector pistol or rifle, you can make a ranged spell attack to hit rather than your usual ranged attack. If the creature is a conscious ally, it can choose to give you advantage on the attack. On a success, the serum is injected into the ally, healing them. If you miss, the injection can be recovered by searching the area with a DC 10 Intelligence (Investigation) check.

When you reach certain levels in this class, you can make more serums at the end of a long rest: two at 9th level and three at 15th level. You cannot use this feature on constructs, elementals, or undead.

Restorative Serum

Starting at 9th level, you can incorporate restorative serums into some of your work. You expend 20 from your Repair Pool to create the serum. You can create a number of serums equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. You cannot use this feature on constructs, elementals, or undead.

  • Adrenaline Boost: Whenever a creature is injected with this serum, the creature also gains temporary hit points equal to the pool of points you spend + your Intelligence modifier (minimum of 1 temporary hit point).
  • Restoration Serum: Whenever a creature is injected with this serum, you can end one disease or condition (blinded, deafened, paralyzed).

Super Serum

At 15th level, you can create a serum that has powerful additional healing effects by spending 140 Repair Pool points. On a successful injection, the serum reduces the target’s exhaustion level by one or ends a charm, petrification, curse, ability score reduction, or hit point maximum reduction. Once you create a serum with this feature, you can’t create another super-serum until you finish a long rest. You cannot use this feature on constructs, elementals, or undead.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page