Multiattack. The alchemist uses two potions.
Potion of Darkness. The alchemist throws the potion of darkness on a point they can see up15 feet away. Every round there after a cloud of darkness spreads 5 feet from the orgin of the potion until it covers a 30 foot radius. The darkness lasts for 1 hour.
Potion of Healing. The alchemist drinks a potion of healing and regains 3d4 + 2 hit points.
Potion of Invisbility. When the alchemist drinks the potion of invisbility then they turn invisible along with anything they are wearing or carrying for the next minute.
Potion of Poison. The alchemist throws a potion at a target within 15 feet. The target must succeed on a DC 15 constitution saving throw and on a failed save take 6d10 poison damage, and become poisoned for five rounds, and on a succesful save take half the damage and don't become poisoned.
Potion of Protection. The alchemist drinks a potion of protection and gains the following benefits for five minutes. The armor class becomes 16, and they gain resistance to bludgeoning, piercing, and slashing from non-magical attacks.
Potion of Speed. The alchemist drinks a potion of speed, granting them a walking speed of 60 unless there speed is higher than 60 for the next 10 minutes.
Description
An alchemist can come in any shape and size. They make potions to use in and out of combat. The come in any alignment.
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