Infused Alertness. The Alchemist cannot be surprised unless incapacitated.
Multiattack. The alchemist makes one attack with its infused dagger and can use one of its sickening potions or cast a spell.
Infused Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, the Infused dagger returns to the hand of the alchemist at the end of its turn.
Sickening Potion (3/perday). Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (2d8) poison damage, and a creature hit by this attack need to make a Constitution saving throw DC 13, on a success a creature ins't poisoned. on a failure, a creature is poisoned for 1 minute, and a creature can make the saving throw at the start of their next turn.
Spellcasting. The Alchemist knows the following spells, from the wizard/artificer spell list. Spell Attack +4, Spell Saving DC 13:
Cantrip: mage hand, light
(2/perday): healing word, cure wounds, invisibility
Description
Those who have practiced alchemist, know that the world is dangerous but also full of opportunity. these individuals when traveling always have a mix of dangerous and helpful potions that can keep themselves or maybe their allies alive. however, these individuals are used to dealing with potions and poisons, so knowing and thankfully overtime gaining a decent resistance to the poisons they make.
Lair and Lair Actions
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