Rage Potion (1-2 doses). The alchemist has advantage on Strength checks and Strength saving throws. They have resistance to all damage other than psychic. The rage lasts for 1 minute. It ends early if the alchemist is knocked unconscious or they can also end the rage on their turn as a bonus action.
Superior Healing Draught (1-2 doses). The alchemist heals for 8d4 + 8 hit points. This draught has no effect if the alchemist has taken necrotic damage during the previous round.
Exemplary Restoration Draught (3-4 doses). The alchemist can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Or they can reduce their exhaustion level by one, or end one of the following effects on the target: one effect or being charmed or petrified, one curse, any reduction to one of their ability scores, or one effect reducing their hit point maximum
Wing Potion (2-3 doses). Four large wings sprout from the alchemist's back. The wings are a mixture of dragon, bat, and fairie wings covered with molting feathers; it is as if, rather than designed by any knowledge of aeronautics or biology, the potion was crafted by treating various creature's wings as ingredients until the correct combination of limbs produced the desired result.
The alchemist gains a flight speed of 10 ft in any direction but up. Their flight speed if flying straight up is 60 ft. The wing last for 2 minutes. When the potion wears off, the alchemist falls if they are still aloft, unless they still have a reaction and a charge of wing potion left to activate before falling.
True Sight Potion (1 dose). The alchemist can see things as they actually are. For 1 hour, they have truesight, noticing secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Partial Lightning Eel Morphing Potion (1 dose). The alchemist crackles with innate electrical charge. The incomplete transformation lasts for 1 hour. They can now use their Bio-Jolt attack.
Partial Scorpion Morphing Potion (1 dose). The alchemist sprouts a giant scorpion stinger growing out of their tail bone. The incomplete transformation lasts for 1 hour. They can now use their Giant Stinger attack.
Mutiattack. The alchemist can make two Flea Shooter attacks.
Pneumatic Powered Flea Shooter. Melee Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: (1d6 + 3) piercing damage. On a hit, the uniquely bred flea embeds itself into the target's flesh, negating their blood's ability to coagulate (this effect only works on creatures with blood and rely on it to live). At the beginning of each turn the target takes 1d6 -1 (minimum of 1) necrotic damage. Any healing done to target who has been shot by a flea only takes half the amount of any healing done to them. This effect can only be cured by taking a short or long rest, or powers comparable to a wish spell.
Healing Dart (5-6 darts). Melee Weapon Attack: +10 to hit, reach 90 ft. one target. Hit: (1d4 + 1) piercing damage. The target heals for 2d8 + 8 hit points.
Sleep Gas (2-5 charges). Reach 30 ft. All creatures in a 20 ft. radius are susceptible to this gas, which sends creatures into a non-magical slumber. Roll 8d8; the total is how many hit points of creatures this gas can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected fall unconscious for 1 minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to gas aren’t affected by this attack.
Generic Poison Gas (2-4 charges). Reach 30 ft. All creatures in a 30 ft. radius must make a Constitution saving throw of a DC 13 or be poisoned. The poison ends by any means that can cure poison, including a short or long rest.
Alchemist's Fire (5-6 charges). Reach 60 ft. This sticky, adhesive fluid ignites when exposed to air. On a hit, the target takes 1d6 fire damage at the start of each of its turns. Any creature that is within a 20 ft. radius of the target must make a DC 14 Dexterity saving throw or also be set aflame. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Mayonaisse Bomb (1 charge). Reach 60 ft. 20,000 gallons of mayonnaise bursts out in a viscous wave with a 60 feet radius. Any creatures caught in the radius must succeed on a DC 13 Strength saving throw or take 1d6 bludgeoning damage and fall prone. The same creatures must make a DC 5 Constitution saving throw or take 1d4 psychic damage from disgust or befuddlement. That area is now difficult terrain for 1 minute, or until it is cleaned away by water. The mayonnaise automatically douses any flames in its radius, including flames from alchemist's fire.
Mutiattack. The alchemist can make two Giant Stinger attacks.
Gas Mask. While wearing this mask, a creature can breathe normally in any environment, and they have advantage on Saving Throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the breath Weapons of some dragons). The mask falls into disrepair every 24 hours and can only be fixed using tinker tools and succeeding a tinker tool check to repair. The alchemist has his own tinker tools and automatically passes any tinkering check made on his own equipment.
Potion Administrating Gauntlets. The alchemist has custom made tinkered gauntlets holstering armor-hard glass bulbs. As a reaction, the alchemist can tap these bulbs, puncturing them with an internally retractable hypodermic needle, releasing the contents of the bulb's potion into their bloodstream.
There are more retractable needles poised in the fingertips, which can administer any of the alchemist's potions into a creature they touch. If the creature is unwilling to take a potion, the alchemist must make a flat unarmed attack roll.
Description
Trained by assassins to work as a support member in a team of killers. They carry a set of tinker tools and alchemist supplies at all times. At the end of each day, the alchemist assassin can spend 1 hour to repair their gear and replenish their potions, draughts, and gases.
Comments