Cosmopolitan Alchemist A5E
CR 6 humanoid
Medium humanoid, chaotic evil
The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies.
So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity.
The alchemist has the following potions on hand:
For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb.
Restores 14 (4d4 + 4) hit points.
Restores 28 (8d4 + 8) hit points.
For 1 hour, the drinker can breathe underwater.
Actions
The alchemist attacks twice with their dagger.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success.
Bonus Actions
The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder.
The alchemist drinks or administers a potion.
Reactions
When the alchemist is dealt damage, they drink a potion.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details