Medium Humanoid (Any Race), Any Alignment
Armor Class 11
Hit Points 40 (7d8 + 7)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +3
Skills Medicine +3, Nature +3, Perception +3
Senses Passive Perception 11
Languages Any two languages
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Potion making. The Alchemist is proficient with Alchemist's supplies as well as the Herbalism, Poisoners, and Medicine kit  

Spellcasting. The Alchemist is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending

1st level (3 slots): detect magic, disguise self, sleep

Alchemy potion (2/day). As a bonus action the Alchemist can consume or administer a potion, the effect of the potion lasts for 1 hour or until the Alchemist consumes another potion, the potion can have one of the following effects.

  • Adding proficiency to all saving throws (STR +2, DEX+3, CON +5, INT +4, WIS +3, CHA +2)
  • Resistance to either Acid, Fire, Lighting or poison damage
  • Extra 20ft movement speed. 
  • Immunity to being Charmed. 

 

Actions

Poisoned Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and the target must make a DC 12 constitution saving throw or be poisoned for 1 minute. 

Hurl Vile. The Alchemist can hurl one of the following vile options:

Acid Vile. Ranged Weapon Attack: +3 to hit, range 20ft, one target. Hit: 5(1d8+1) acid damage. 

Alchemist fire. Ranged Weapon Attack: +3 to hit, range 20ft, one target. On a hit, the target takes (1d4) fire damage on the start of its turn. the creature can end this damage on its self by using its action to make a DC 10 dexterity check to extinguish the flames. 

 

Description

An Alchemist can be found running a potion shop in a bustling city or in the secluded wilderness, working tirelessly, mixing chemicals and magic to make potions and poisons. a good-aligned Alchemist might go out of its way to cure a village or a disease plaguing the inhabitants, A neutrally aligned Alchemist might sell its creations for profit, whereas an evil Alchemist might poison a rich noble to steal their wealth. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2019 6:55:35 AM
15
2
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Monster Tags: NPC

Habitat: ForestGrasslandHillMountainSwampUrban

PolarBlair97

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