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Scott Thatcher
Level 3 (0/2700 XP for level-up)
Background Charlatan
Size Medium
Species Human
Alchemist
Subclass Ionizer
Level 3
Hit dice 3/3
1d8+2

STR 12
+1
STR save: +1
DEX 15
+2
DEX save: +4
CON 15
+2
CON save: +2
INT 15
+2
INT save: +4
WIS 10
+0
WIS save: +0
CHA 8
-1
CHA save: -1

Initiative (DEX)
+2
Speed
30 ft.
Passive Perception
10
Heroic Inspiration
Armor Class (AC)
12
Hit Points
24 / 24
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
INT
Abi Mod
+2
Save DC
12
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Bomb +4 DEX 1d10+2 fire
  Properties: Destructible, Finesse, Thrown (Range 30/90)
Plasma Bomb +4 DEX 1d6+2 radiant
  Properties: Destructible, Finesse, Thrown (Range 30/90)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+1 Deception CHA
+2 History INT
+2 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
+2 Medicine WIS
+2 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
+2 Data INT
+4 Technology INT
+4 Salvage INT

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment

Expendable Pack (A backpack, a flashlight, a comm set, an igniter, 10 days of rations) and an Expendable Diver Suit.




Proficiencies, Languages, and Talents

Weapon Proficiencies: Simple weapons


Tool Proficiencies: Alchemist’s Supplies, Forgery Kit


Armor Training: Light armor


Languages: Common



Features & Traits

Species


Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.


Class


Bombs

You can create volatile alchemical Bombs using the statistics shown in the Bomb sidebar.


Bomb Mastery. You have proficiency with Bombs and you can use the Bomb’s mastery property.


Priming Bombs. When you take the Attack action on your turn, you can prime a Bomb to increase its potency. Make one attack using a Bomb or use the Bomb’s Explode property; you can’t make any other attacks using this Attack action. Add your Intelligence modifier to the damage roll.


Alchemist Save DC. Some of your Alchemist features require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier and Proficiency Bonus. You can use this saving throw for your Bombs instead of the DC specified in the Explode property.


Reagents

You have a collection of powerful reagents that you use to brew potions and empower your Bombs. You have 2 Reagents. You regain one expended Reagent when you finish a Short Rest, and you regain all expended Reagents when you finish a Long Rest. You gain additional Reagents when you reach certain Alchemist levels, as shown in the Reagents column of the Alchemist Features table.


Empowered Bomb. When you deal damage with a Bomb, you can expend a number of Reagents up to your Proficiency Bonus and add 1d10 to the Bomb’s damage roll for each expended Reagent.


Additionally, if you use the Bomb’s Explode property, you can increase the radius of the explosion by 5 feet. You can do so once for each expended Reagent. For example, if you expend 2 Reagents, you can choose for the Sphere to be a 5-, 10- or 15-foot radius.


Potion Brewing

You can spend 10 minutes and expend any number of Reagents to brew potions, which can be done during a Short Rest. You can have a total number of potions at one time up to your Intelligence modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.


When you brew potions, you can also distill potions you have already brewed, destroying them and recovering the Reagents expended to brew them, up to a maximum of the number of Reagents listed on the Alchemist Features table. You can expend these Reagents immediately to brew new potions.


The number of Reagents and the Alchemist level required to brew a potion are given on the Potions table.


PotionRegents
Potion of Climbing1
Potion of Diminution1
Potion of Growth2
Potion of Healing1
Potion of Resistance1
Potion of Water Breathing1

Bomb Formulae


Your research has uncovered new formulations for your Bombs that you can apply just before throwing them. Choose three Bomb Formulae from the “Bomb Formulae Options” section later in this class’s description.


Replacing and Gaining Formulae. When you reach certain Alchemist levels, you learn additional formulae of your choice, as shown in the Bomb Formulae column of the Alchemist Features table. Additionally, whenever you finish a Long Rest, you can replace one of your Bomb Formulae with another formula of your choice.


If another Alchemist feature gives you a Bomb Formula, it doesn’t count against your number of formulae.


Applying Bomb Formulae. Once per turn when you prime a Bomb, you can apply a Bomb Formula to it, granting it special effects and potentially changing its damage dice.


Reagent Synthesis


When you finish a Short Rest, you can regain an additional number of expended Reagents up to your Intelligence modifier (minimum of 1).


Once you use this feature, you can’t do so again until you finish a Long Rest.



Notes

Explode. When you take the Attack action, you can replace one of your ranged attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn. (The damage is a d12 if you are using the Plasma Bombs)



Feats

Healer


Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.


Skilled





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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