Seal the Wound
Restore Vitality equal to 1d6 + Proficiency Bonus to one touched ally. Astartes targets gain additional temporary Vitality equal to your Intellect modifier.
A warrior-healer responsible for combat medicine, gene-seed recovery, biological knowledge, stimms, emergency surgery, and keeping brothers alive long enough to finish the mission.
The gene-seed must return. The brother may also survive.
The Apothecary is a battlefield surgeon, gene-seed custodian, biological executioner, and guardian of Chapter continuity.
An Apothecary does not practice gentle medicine. They seal ruptured transhuman organs under fire, drag brothers back from death, harvest the future from the fallen, and know exactly how bodies fail.
The class fantasy is simple:
An Apothecary survives through gene-lore, surgical wargear, transhuman biology, battlefield medicine, and the sacred duty that the gene-seed must return.
The Apothecary should not play like a fragile battlefield medic. The class should create moments like:
Narthecium Rites are the Apothecary signature class mechanic.
Rite DC = 8 + Proficiency Bonus + Intellect modifier
Narthecium Rites are special. Apothecaries do not gain a new Narthecium Rite every level.
Gene-Seed Duty represents the Apothecary's sacred obligation to recover, protect, and preserve Chapter genetic legacy.
The warrior may fall. The Chapter does not.
| Apothecary Level | Narthecium Rites Known |
|---|---|
| 1 | 3 |
| 5 | 4 |
| 9 | 5 |
| 13 | 6 |
| 17 | 7 |
This progression is a working draft. Final class balance may change after all classes are designed.
Restore Vitality equal to 1d6 + Proficiency Bonus to one touched ally. Astartes targets gain additional temporary Vitality equal to your Intellect modifier.
One ally within touch gains Advantage on their next Toughness Save or Strength check before next turn.
Your next melee or surgical attack against a wounded, corrupted, or biologically unstable target gains +2 to hit.
Ask the GM one question about a creature's biology: weakness, toxin, mutation, corruption sign, wound pattern, or what will kill it fastest.
Stabilize a Downed ally. If they are Astartes, they may also speak, crawl, or grip a weapon before end of next turn.
Protect a corpse, gene-seed, organ, sample, or biological evidence from degradation, corruption, or theft for one scene.
An ally ignores the penalties from one minor wound or condition until the start of your next turn.
Apothecary progression uses Rite Trees.
An Apothecary earns Rite Points and spends them across the trees below, specializing deeply in one tree or spreading points across several.
Each rank costs 1 Rite Point and requires the previous rank in that tree unless future rules say otherwise.
Apothecaries gain 1 Rite Point at every even level.
| Apothecary Level | Rite Points Gained |
|---|---|
| 2 | +1 |
| 4 | +1 |
| 6 | +1 |
| 8 | +1 |
| 10 | +1 |
| 12 | +1 |
| 14 | +1 |
| 16 | +1 |
| 18 | +1 |
| 20 | +1 |
This progression is a working draft. Final class balance may change after all classes are designed.
Gain +1 to Medicae checks made under fire.
When you restore Vitality, add your Intellect modifier, minimum +1.
When you heal an ally, they may also end Bleeding, Prone, or Pinned if fiction fits.
Once per safe rest, cancel one failed death save or stabilize an ally as a Reaction.
Once per safe rest, maximize one healing die and add your Apothecary level to healing or temporary Vitality.
Surgery is more efficient when the patient is still shooting.