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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Jun 2016
    Location
    Washington State

    Default [PEACH] Alchemist NPC Stat Block

    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
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    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
    Last edited by Wryte; 2018-02-13 at 09:07 PM.

  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: [PEACH] Alchemist NPC Stat Block

    I feel way too lazy to actually check the CR by the book, but gut feeling? Might be a little low on both offense and defense. That being said, that's just a matter of tweaking numbers. The concept is fine.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Jun 2016
    Location
    Washington State

    Default Re: [PEACH] Alchemist NPC Stat Block

    Whoop, you're right, I made a mistake in CR calculation and added all 3 rounds' damage together when looking at the damage/round column for some reason. XD

    As written here, this is a CR 1/2 that might bump up to CR 1 by virtue of the special potion. I'll probably up the acid and fire damages a bit, call them Potent Acid and Potent Alchemist's Fire, or something. Let's say... 10 (3d6) for the acid and 5 (2d4) for the fire... that gets to 15 d/r if they burn a target on the first turn and it keeps burning while they throw acid on subsequent turns... that just barely brings offensive CR up to 2. Let's give them a 2-attack multi, caveating that only one attack can be Throw Concoction, which will put them most consistently in CR 2 offensively. Let's also tweak the Alchemist's Fire and dagger poison DCs up to 12. Defensive CR is still 1/2, which would average them to 1.25, but we'll round up to 2 based on the potential of the special potion.

  4. - Top - End - #4
    Pixie in the Playground
     
    GnomePirate

    Join Date
    Jun 2018

    Default Re: [PEACH] Alchemist NPC Stat Block

    Im very new to Dungeons and Dragons, and I don't quite understand you damage notation. Under the davger attack you have, "Hit: 4 (1d4 + 2) piercing damage. " What does the 4 before the parentheses mean? Does that mean the alchemist has 4 daggers, multiple the damage dice by 4, roll 4d4, or something else entirely?
    I appreciate the help as well as the npc template!

  5. - Top - End - #5
    Dwarf in the Playground
     
    Blackbando's Avatar

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    Default Re: [PEACH] Alchemist NPC Stat Block

    Quote Originally Posted by breenaberenbage View Post
    Im very new to Dungeons and Dragons, and I don't quite understand you damage notation. Under the davger attack you have, "Hit: 4 (1d4 + 2) piercing damage. " What does the 4 before the parentheses mean? Does that mean the alchemist has 4 daggers, multiple the damage dice by 4, roll 4d4, or something else entirely?
    I appreciate the help as well as the npc template!
    4 average damage, as 1d4+2 averages to 4.5 (2.5 + 2), rounded down.
    Check out my homebrew blog, Bando's Homebrew!

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