Enhanced focus. grants a +2 to hit with spell attacks (included in actions)
Enhanced defense. grants a+2 bonus to AC (included in armor class)
Spellcasting. The mage is a 12th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 17; +9 to hit with spell attacks). The Alchemist knows the following spells from the wizard spell list:
Cantrips (at will): mending, shocking grasp, fire bolt
1st Level (4 slots): Thunderwave, magic missile, faerie fire, catapult
2nd Level (3 slots): scorching ray, web, mirror image, shatter
3rd Level (3 slots): lightning bolt, blink
Alchemist Armored: gets two attacks/round with thunder gauntlets. or one spell as per: Spellcasting
Thunder gauntlet. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) thunder damage. Any creature struck has disadvantage attacking anything other than the Alchemist Armored.
Shocking Grasp. Spell attack: +11; to hit, reach 5 ft., one target. Hit: 15, (3d8) lightning damage
Fire Bolt. Spell attack: +11; to hit, reach 5 ft., one target. Hit: 17, (3d10) lightning damage.
Once per day can regain a spell of up to 3rd level as an action. (Spell refuel ring)
Pipes of haunting. DC 15 wis vs Fear (see item for details)
Alchemist Armored can gain 12 temporary Hp once per round up to 4 rounds.
can cast a spell as a reaction to a foe leaving his reach
Description
Not to be trifled with the armored alchemist is a threat. Although not looking for a fight they will protect what is important to them. (This one has converted all fire spells to electrical spells).
-
View User Profile
-
Send Message
Posted Jul 28, 2024Ima shove this guy in my campaign