Level | 3 (0/2700 XP for level-up) |
Background | Charlatan |
Size | Medium |
Species | Human |
Subclass | Ionizer |
Level | 3 |
Hit dice | 3/3 |
1d8+2 |
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) |
W | T | Armor | AC | D | Properties |
---|
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 |
Expendable Pack (A backpack, a flashlight, a comm set, an igniter, 10 days of rations) and an Expendable Diver Suit.
Weapon Proficiencies: Simple weapons
Tool Proficiencies: Alchemist’s Supplies, Forgery Kit
Armor Training: Light armor
Languages: Common
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
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.
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.
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.
Potion | Regents |
---|---|
Potion of Climbing | 1 |
Potion of Diminution | 1 |
Potion of Growth | 2 |
Potion of Healing | 1 |
Potion of Resistance | 1 |
Potion of Water Breathing | 1 |
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.
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.
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)
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.