AC 14 (cloth)
HP 91 (14d8 + 28; bloodied 45)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Con +5, Wis +5
Skills Arcana +7 (+1d4), Investigation +7, Nature +7 (+1d6), Perception +5 (+1d6), Insight +5, Sleight of Hand +6
Damage Resistances fire, poison
Senses passive Perception 15
Languages any four
Alchemy Schooling. The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemist’s supplies.
Crafting. So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity.
Potion Crafter. The alchemist has the following potions on hand:
- Potion of climbing : For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb.
- Potion of greater healing (3): Restores 14 (4d4 + 4) hit points.
- Potion of superior healing : Restores 28 (8d4 + 8) hit points.
- Potion of water breathing : For 1 hour, the drinker can breathe underwater.
ACTIONS
Multiattack. The alchemist attacks twice with their dagger.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
Bomb (3/Day). The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact, the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw , taking 24 (7d6) fire damage on a failure or half damage on a success.
BONUS ACTIONS
Alter Bomb. The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder.
Potion. The alchemist drinks or administers a potion.
REACTIONS
Desperate Drink (1/Day, While Bloodied ). When the alchemist is dealt damage, they drink a potion.
In the biggest cities, there are potion brewers as superbly skilled as they are suspicious and skeptical, keen to the thieving hands of adventurers and other ne’er-do-wells.
A typical cosmopolitan alchemist employs a trusted underling, such as a hired veteran or hound guardian , for protection.
CR 5–10 alchemist with animated armor , flesh guardian , gear spider , hound guardian , thug , or veteran
Treasure 10 1-pound gold bars (50 gp each), 10 1-pound lead bars (1 sp each), recipes for 1d4 potions, manual of guardians
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.