Fast Hands. Can use a bonus action to take the Use object action or to throw a potion.
Alchemist's Fire. Range Weapon Attack: +4 to hit, reach 5 ft., or range 20/60ft 1 target. Hit: 5 (1d4 + 3) fire damage at the start of the targets turns. The target can end this damage by using an action to make a DC 13 Dex check to extinguish the flames or by dowsing the target in water. The alchemist has 5 of these flasks.
Acid Flask. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 9 (2d6 + 3) acid damage. The alchemist has 5 of these flasks.
Experimental Elixir. The alchemist can quickly create special potions as shown below. They can either drink them their self or throw it on another creature within 60ft. Roll a 1d8 to determine what they create. They can do this 4 times before having to take a long rest:
- Healing. The recipient of the elixir regains a number of hit points equal to 2d4 + 3.
- Swiftness. The recipient's walking speed increases by 10ft for 1hr
- Barkskin. The recipient's AC become 16 if it is lower and cannot be lowered beyond 16.
- Boldness. The recipient can roll a d4 and add the number rolled to every attack roll and saving throw the make for the next minute.
- Flight. The recipient gains a fly speed equal to 15ft for 10min.
- Enlarge. The recipient comes under the Enlarge effect of the Enlarge/Reduce spell for 1 minute.
- Reduce. The recipient must make a Con saving throw DC 13 or suffer the Reduce effect of the Enlarge/Reduce spell for 1 minute.
- Blight. The recipient must make a Con saving throw DC 13. On a failure roll a d4 and subtract the number rolled to every attack roll and saving throw the recipient makes for the next minute.
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