{"name":"Receptarier","overview":"[row]An elf woman traveling atop a mountain in search of a rare and powerful herb is stopped by a Roc.  The elf quickly pulls out a syringe and a sphere and prepares to face the beast.  as the Roc lunges for an attack the elf tosses the syringe into the beast and stops it in it's tracks as it has lost it's vision.  the elf then runs for the herb and while she escapes, tosses the sphere.  in a giant explosion from the sphere the Roc is killed and the elf safely leaves.[\/row]\r\n\r\n","hitdice":"d6","hitpointsfirstlevel":"8","hitpointsathigherlevels":"d8 or 5","armorproficiencies":"light armor","weaponproficiences":"Simple Weapons","tools":"Alchemist supplies","savingthrows":"Intelligence, Wisdom","skills":"Choose two from: Medicine, Nature, Sleight of hand, History, Survival, Animal Handling, and Investigation","equipment":"[row](a)A Light Crossbow with 20 bolts or (b)any simple weapon[\/row]\r\n[row](a)Explorer's Pack or (b)Scholar's Pack[\/row]\r\n[row]Medicinal Pouch, Leather armor, 2 Daggers, your own homemade Phlest\u00e1 (a stabilizer for holding fresh medicines)[\/row]\r\n[row]5d4 x 10 Gold[\/row]","spellcasting":"Prepared Syringes\/Casings: Intelligence modifier plus Receptarier level","features":"[row]Starting Recipes: At level 1 you may choose 3 recipes from the Starting Recipes list[\/row]\r\n[row]Receptarier's Flame: starting at level 1 you have a fire used mainly for refining medicine but you may attack with 1d6 fire damage. to increase the power of the flame you must find the source of a strong flame[\/row]\r\n[row]Quick Mixing: Starting at level 1 once a day you can replenish potions during a short rest.  The amount of potions are equal to or less than your Receptarier level (Rounded up)[\/row]\r\n[row]Specialization: Starting at level 2 you must choose a Specialization: Healing, Poison, Hallucinatory, Doping, Elemental or Physical[\/row]","subclasses":"[spoiler]WIP|Healing Specialist[\/spoiler]\r\n\r\n[spoiler]WIP|Poison Specialist[\/spoiler]\r\n\r\n[spoiler][p]Starting at level 2 you have advantage on discerning unknown Hallucinatory Potions and you have a +2 to your created Hallucinatory Potions Save DC[\/p]\r\n[p]Starting at lavel 6 you have advantage on Wisdom saving throws[\/p]|Hallucinatory Specialist[\/spoiler]\r\n\r\n[spoiler]WIP|Doping Specialist[\/spoiler]\r\n\r\n[spoiler]WIP|Elemental Specialist[\/spoiler]\r\n\r\n[spoiler](e.g. Sticky Fluid, Explosives, Slippery fluid)|Physical Specialist[\/spoiler]\r\n","tabledata":"Level|EXP|Class Features\r\n1|0|Starting Recipes, Receptarier's Flame\r\n2|300|Specialization\r\n3|900|Quick Mixing\r\n4|2,700|Ability Score Improvement \r\n5|6,500|Spirit Sense\r\n6|14,000|Specialization Feature\r\n7|23,000|Casing Expert\r\n8|34,000|Ability Score Improvement\r\n9|48,000|\r\n10|64,000|\r\n11|85,000|\r\n12|100,000|Ability Score Improvement\r\n13|120,000|\r\n14|140,000|Specialization Feature\r\n15|165,000|Spirit Sense\r\n16|195,000|Ability Score Improvement\r\n17|225,000|\r\n18|265,000|Specialization Feature\r\n19|305,000|Ability Score Improvement\r\n20|355,000|","tags":"","isShared":"1","templateId":"25","blockId":"97224"}