Gas Mask: the chemist has advantage on any rolls that include poison or gas.
Multiattack. The chemist makes two attacks. One with its light crossbow, and one flask attack.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: (1d8 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking (1D4) poison damage on a failed save, or half as much damage on a successful one. The target is then poisoned. A poisoned creature has disadvantage on attack rolls and ability checks. A creature may roll at the end of their turn to remove this condition, on a DC 15 Constitution saving throw.
Flask Attack. Ranged Weapon Attack: +4 to hit, range 40/100 ft., one target. The chemist may chose to attack an empty square at DC 10. Hit: select one of the following flasks:
- Smoke Bomb: Obscures an area with a radius of 10 feet, next round for 1d4 rounds.
- Fury Bomb: the target must make a DC 14 wisdom saving throw. On a failed save, the creature is blinded by rage. The creature attacks the nearest other creature. In addition, the creature gets a -2 to attack rolls, and a +4 to damage rolls. The creature may roll the same save at the end of each of their turns to remove the condition.
- Rust Bomb: the target must make a DC 14 dexterity saving throw. On a failed save, if the creature is wearing metal armor, or using a metal weapon, both will receive a -1 to AC, attack, and damage. The creature may roll the same save at the end of each of their turns to remove the condition.
- Knockout Bomb: the target must make a DC 14 constitution saving throw. On a failed save, the creature falls unconscious. The creature may roll the same save at the end of each of their turns to remove the condition.
- Healing Bomb: the target is healed 2D4+2 HP
- Acid Bomb: the target takes 1d4 damage. Each round they must make a DC 14 constitution saving throw. On a failed save, they take an additional 1d4 acid damage. On a success, the effect ends.
- Stink Bomb: Functions like a spell Stinking Cloud
On a miss, the flask scatters in a random direction and distance.
A chemist will have 1D4-1 flasks on their person when defeated. Players may use with a DC 12, unless they are an Artificer, in which case they can use their spell save DC.
Description
Trained in alchemy, chemists use their poison and potions in combat. If alone, the chemist will use its abilities to escape. In a group, they attempt to control the battlefield.
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