Wryte
2018-02-13, 08:17 PM
Alchemist
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
PROF
10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:
4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)
Actions
Multiattack. The alchemist makes two weapon attacks, only one of which can be to throw a concoction.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:
Potent Acid. Hit: 10 (3d6) acid damage.
Potent Alchemist's Fire. Hit: 5 (2d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames.
Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.
d10
1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed
Alchemist
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
PROF
10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:
4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:
Potent Acid. Hit: 7 (2d6) acid damage.
PAlchemist's Fire. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.
d10
1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
PROF
10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:
4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)
Actions
Multiattack. The alchemist makes two weapon attacks, only one of which can be to throw a concoction.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:
Potent Acid. Hit: 10 (3d6) acid damage.
Potent Alchemist's Fire. Hit: 5 (2d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames.
Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.
d10
1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed
Alchemist
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
PROF
10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:
4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:
Potent Acid. Hit: 7 (2d6) acid damage.
PAlchemist's Fire. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.
d10
1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed