Spellcasting. The Alchemist is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Alchemist has following Artificer spells prepared:
1st level (3 slots): Catapult, Grease, Healing Word, Ray of Sickness, Snare.
Infused Alchemist's Supplies. The Alchemist has infused their Spellcasting focus. Their Save DC becomes 15 and their spell attack bonus becomes +7.
Infused Studded Leather Armor. The Alchemist's Studded Leather armor is infused, granting it a +1 bonus to AC.
Multiattack. The Alchemist makes two attacks, one of which must be a vial attack, the other of which can be a weapon attack, or another vial attack. They may additionally replace the use of this second attack with the casting of one Spell with casting time of One Action.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Vial Attacks. The Alchemist throws one of the following vials at random, or chooses one to throw.
Acid Vial. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist's Fire. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. 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 successful DC 10 Dexterity check to extinguish the flames.
Boom Vial. Ranged Weapon Attack: +7 to hit, range 20 ft., any creature within 5 ft of the vial's impact. Hit: 3 (1d6) thunder damage, and any affected creature must make a Constitution Saving Throw against the Alchemist's Spell Save DC or be deafened until the end of their next turn.
Flashfreeze Vial. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. Hit: 5 (1d8) cold damage, and the target's speed is reduced by 10 ft until the end of its next turn.
Previous Versions
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7/23/2021 8:55:06 AM
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7/23/2021 8:56:33 AM
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