| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -2 | Strength | |
| +3 | Dexterity | |
| +6 | Constitution | |
| +7 | Intelligence | |
| +0 | Wisdom | |
| +1 | Charisma |
| +3 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| -2 | Athletics | STR | |
| +1 | Deception | CHA | |
| +4 | History | INT | |
| +6 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +4 | Investigation | INT | |
| +9 | Thieves Tools | DEX | |
| +10 | Tinkerer's Tools | INT | |
| +10 | Alchemist Tools | INT | |
| +9 | Weaver's Tools | DEX |
| +3 | Medicine | WIS | |
| +4 | Nature | INT | |
| +3 | Perception | WIS | |
| +1 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Firebolt | +7 | INT | 2d10+4 | fire | |
| Range 120 | |||||
| Shocking Grasp | +7 | INT | 2d8 | lightning | |
Common, Ancient
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
| 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
|---|---|
| 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
| 6 | Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Infusions: Enhanced Defense, Enhanced weapon, Day Shades, Bag of Holding*, Rope of Climbing, Cloak of Elven Kind*
At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1)
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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