Amateur Chemist

Level 5
Creature· chaoticUncommonMediumLegacy
AC
22
HP
75
Speed
25 ft.
Perception
+13
Fort
+13
Ref
+15
Will
+11
Languages common, dwarven
Skills crafting +15, acrobatics +13, society +13, arcana +11, nature +11, diplomacy +9
Recall Knowledge DC 22 (society)

Attacks

Melee Light Mace +13 (agile, finesse, shove), Damage 1d4 bludgeoning plus 2d8 poison
Melee Bottled Lightning +14 (bomb, splash), Damage 2d6 electricity plus 2 electricity
Melee Frost Vial +14 (bomb, splash), Damage 2d6 cold plus 2 cold

Abilities

Infused Items

The chemist carries the following infused items, which last 24 hours or until the next time the amateur chemist makes their daily preparations: infused moderate bottled lightning (4), infused moderate frost vials (2), infused reagents (6), infused moderate silvertongue mutagens (2).

Alchemical Formulas (5th)

lesser antidote, moderate bottled lightning, moderate frost vial, graveroot, hunting spider venom, moderate quicksilver mutagen, moderate silvertongue mutagen

Calculated Splash

The chemist's bombs that have the splash trait deal 4 splash damage.

Quick Alchemy

Cost 1 batch of infused reagents


Effect The chemist creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of their next turn.

Quick Bomber

The chemist Interacts to draw a bomb then Strikes with it.