Medium Humanoid, Any Alignment
Armor Class 16 chain shirt, infusions
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +3, INT +6
Skills Investigation +6, Medicine +6, Nature +6
Senses Passive Perception 11
Languages Common and one other
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Alchemical Savant. When the alchemist casts a spell, it can add 4 to one roll of damage dealt or hit points healed by that spell (included in its acid splash and healing word spells below).

Infusions. The alchemist has two items infused with magical properties: its chain shirt which provides a +1 bonus to its armor class (included), and a jug which functions as an alchemy jug. If the alchemist dies, these magical properties end 4 days later.

Spellcasting. The alchemist is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The alchemist has the following artificer spells prepared:

Cantrips (at will): acid splash (see "Actions" below), spare the dying

1st Level (4 slots): cure wounds, false life, grease, healing word (see "Actions" below), purify food and drink, ray of sickness

2nd Level (2 slots): flaming sphere, lesser restoration, Melf's acid arrow, web

 

Actions

Acid Splash (Cantrip). The alchemist flings acid at up to two creatures within 60 feet that are within 5 feet of each other. Each target must succeed on a DC 14 Dexterity saving throw or take 11 (2d6 + 4) acid damage.

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.

Healing Word (1st Level Spell). As a bonus action, the alchemist heals a creature it can see within 60 feet that isn't a construct or undead. The creature regains 10 (1d4+8) hit points, or 13 (2d4+8) hit points if the alchemist uses a 2nd level spell slot.

GalwardtheGreat

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