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.
Ritual Spellcasting. The alchemist can cast the detect magic spell and the identify as rituals.
Infusions. The alchemist has 2 items infused with magical properties: its chain shirt provides a +1 bonus to the alchemist's armor class (included in the alchemist's AC), and a jug which functions as a [Tooltip Not Found]. Both these items lose their magical properties if the alchemist dies.
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.
Spellcasting. The alchemist casts one of the following spells using Intelligence as its spellcasting modifier (spell save DC 14, +6 to hit with spell attacks).
At Will: acid splash, dancing lights
2/Day Each: ray of sickness, Tasha's caustic brew
1/Day Each: flaming sphere, lesser restoration, Melf's acid arrow
Healing Word (2/Day). A non-construct, non-undead creature the alchemist can see within 60 feet of it regains 6 (1d4 + 4) hit points.
Absorb Elements (2/Day). If the alchemist would take acid, cold, fire, lightning, or thunder damage, it can use its reaction to gain resistance to the triggering damage type until the start of its next turn. The first time the alchemist hits a creature with a melee attack on its next turn, the target takes an extra 3 (1d6) damage of the triggering type.
Previous Versions
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8/7/2022 12:57:45 PM
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Coming Soon
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