Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Breath. Using a fire breath potion the Alchemist breaths fire at there enemy's in a 30ft cone. All hit much make a DC 15 Dex save or take 4d6 fire damage or half as much if they pass the save.
Potion of Healing (3 uses). The Alchemist drinks a potion of greater healing, gaining 4d4+4 HP.
Philter of Vigor (One use). The Alchemist gains 6d6 max health and heals half of that.
Acid Bottle. Ranged Weapon Attack: +7 to hit, reach 20ft. one target. Hit 9 (2d6+5) acid damage.
Counter. Once a turn the Alchemist can take a -3 to AC to hit the attacker with an auto crit from there dagger as long as they are still not hit.
Bottled Ice (Recharge 2-6). The Alchemist can throw a bottle on the floor freezing it and knocking any melee attackers prone ending there action.
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