Human, Alchemist

Medium humanoid (human), any alignment

Armor Class 10

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (2) 12 (1) 14 (2) 12 (1) 11 (1)
  • Skills Arcana +4, Medicine +3

    Senses passive Perception 10

    Languages Common

    Challenge 1/2

  • Mutagen (refreshes after a short or long rest). The alchemist can create potions that boosts his ability scores. The alchemist can spend an action to create a potion that produces the effect of an Enhance Ability spell of his choosing.

    Actions

    Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Acid Vial. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.

    Alchemist’s Fire. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 3 (1d4) fire damage at the start of each of its turns (use action to make DC 10 Dexterity check to end).

    Holy Water. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) radiant damage against fiends or undead.

Untested and often unpredictable, alchemy hasn’t quite the following of more traditional magic. Alchemists, however, are quick to point out that alchemy is a truly egalitarian art, requiring less formal training than wizardry and requiring no innate talent or ability.